控制台指令:修订间差异

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无编辑摘要
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{{Version|1.0}}{{Copy edit|reason=duplicate commands in tables.}}
{{Version|1.0}}
This page lists the codes which may be input into the Console Window, a special debugging window which may be accessed on non-ironman games while in debug mode by pressing Shift+2, ALT+2+1, Shift+3,{{key press|§}}, {{key press|~}}, {{key press|^}}, {{key press|°}}, {{key press|²}}, or {{key press|`}} (key varies based on keyboard layout). For a QWERTY keyboard, the key is {{key press|`}}. Else, try pressing Shift + Alt + C if none of the above worked. Press the up or down arrow keys to traverse through previously executed commands. Many codes can be turned off by repeating the command, but sometimes reloading the save or exiting the game is necessary.
This page lists the codes which may be input into the Console Window, a special debugging window which may be accessed on non-ironman games while in debug mode by pressing Shift+2, ALT+2+1, Shift+3,{{key press|§}}, {{key press|~}}, {{key press|^}}, {{key press|°}}, {{key press|²}}, or {{key press|`}} (key varies based on keyboard layout). For a QWERTY keyboard, the key is {{key press|`}}. Else, try pressing Shift + Alt + C if none of the above worked. Press the up or down arrow keys to traverse through previously executed commands. Many codes can be turned off by repeating the command, but sometimes reloading the save or exiting the game is necessary.


Character IDs can be seen by hovering the cursor over a character with debug mode enabled.
__TOC__
== Debug mode ==
Debug mode is a set of tools within the game that are typically hidden from the user. They allow the user to modify game behavior outside normal means. Debug mode contains the following tools:
* Console Window (user can input console commands)
* Debug Menus (including the Portrait Editor, GUI Editor, Tweak Menu and others)
* Debug Info (shows hidden values on characters, events and interactions)
* Debug Interactions (user can instantly change opinion, imprison and more)
=== Enabling debug mode ===
Debug mode must be enabled upon launching the game. It can also be disabled within the Console Window.
==== Steam ====
To start the game in debug mode, within Steam, right-click to set the game's Properties, then under the General tab, click the Set Launch Options... button. Add -debug_mode to the launch options. You will have to restart the game.
To start the game in debug mode, within Steam, right-click to set the game's Properties, then under the General tab, click the Set Launch Options... button. Add -debug_mode to the launch options. You will have to restart the game.


==== Without Steam ====
Alternatively, without using Steam, you can start the game in debug mode by going to your main CK3 installation folder and creating a shortcut by right-clicking on the main CK3 application and selecting Create shortcut. Right-click the new shortcut and select properties. In the Shortcut tab where it says Target add  -debug_mode to the very end of the field and hit apply. This will enable debug mode when launching the game using that shortcut.
Alternatively, without using Steam, you can start the game in debug mode by going to your main CK3 installation folder and creating a shortcut by right-clicking on the main CK3 application and selecting Create shortcut. Right-click the new shortcut and select properties. In the Shortcut tab where it says Target add  -debug_mode to the very end of the field and hit apply. This will enable debug mode when launching the game using that shortcut.


==== Xbox game pass ====
For the Xbox gamepass edition/windows 10 store edtion, it is a little more complicated you cannot create a normal shortcut for it instead you are going to need to run in command prompt this command everytime:
For the Xbox gamepass edition/windows 10 store edtion, it is a little more complicated you cannot create a normal shortcut for it instead you are going to need to run in command prompt this command everytime:


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* Click the File menu.
* Click the File menu.
* Select the Save As option or {{key press|CTRL}} + {{key press|SHIFT}} + {{key press|S}}.
* Select the Save As option or {{key press|CTRL}} + {{key press|SHIFT}} + {{key press|S}}.
* Type a name for the script for example, "ck2debug.bat". '''Whatever you call it it must end in .bat'''
* Type a name for the script for example, "ck3debug.bat". '''Whatever you call it it must end in .bat'''
* Select Desktop for location.
* Select Desktop for location.
* Click save and your done!
* Click save and your done!
Character IDs can be seen by hovering the cursor over a character.
__TOC__


== Cheats ==
== Cheats ==
Cheats are console commands that can be used to give unfair advantages as opposed to sole testing purposes.
Cheats are console commands that can be used to give unfair advantages as opposed to sole testing purposes. They are different from scripted [[commands]].
{| class="wikitable"
{| class="wikitable"
! Command
! Command
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|-
|-
| add_claim
| add_claim
| Adds a pressed claim on [title id] to [character id], if no character is specified then the player character.
| Adds a pressed claim on [ [[Console_commands#Title_IDs|title id]] ] to [character id], if no character is specified then the player character.
| [title id] [character id]
| [ [[Console_commands#Title_IDs|title id]] ] [character id]
| add_claim e_hre
| add_claim e_hre
|-
|-
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|-
|-
| add_dread
| add_dread
| Adds [amount] of stress to [character id], if no character is specified then the player character. Negative values lower it.
| Adds [amount] of dread to [character id], if no character is specified then the player character. Negative values lower it.
| [amount] [character id]
| [amount] [character id]
| add_dread 100
| add_dread 100
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|-
|-
| add_trait
| add_trait
| Adds [trait id] to [character id], if no character is specified then the player character.
| Adds [ [[Console_commands#Trait_IDs|trait id]] ] to [character id], if no character is specified then the player character.
| [trait id] [character id]
| [ [[Console_commands#Trait_IDs|trait id]] ] [character id]
| add_trait witch
| add_trait witch
|-
|-
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|-
|-
| instamove
| instamove
| Armies move one barony per day.
| Armies move one barony per day. (Affects AI as well as the player)
| None
| None
| instamove
| instamove
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|-
|-
| run
| run
| Executes the commands in [file name]. The file must be placed in Documents/Paradox Interactive/Crusader Kings III.
| Executes the commands in [file name]. The txt file must be placed in Documents/Paradox Interactive/Crusader Kings III/run.
| None
| None
| run test.ini
| run test.txt
|-
|-
| set_is_ai
| set_is_ai
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| [character id]
| [character id]
| set_is_player 1234
| set_is_player 1234
|-
| yesmen
| AI characters accept all proposals. Entering it again disables it.
| None
| yesmen
|}
|}


==List of commands== 
== Trait IDs ==
 
{{main|Traits}}
'''Commands''' or '''effects''' are used in [[scripting]] to alter the target that was selected with [[scopes]] and [[conditions]].
All traits have an ID that is referenced internally by the game. They can be found in <code>game\common\traits\00_traits.txt</code>. A trait's ID typically matches its name. To get a trait's ID from its name, perform the following steps:
 
* If a trait displays two names in-game, use the one in brackets
They appear in:
* Replace spaces (<code> </code>) and dashes (<code>-</code>) with underscores (<code>_</code>)
* command blocks (the ''immediate'' and ''option'' sections of [[events]], or similar: effect, creation_effect, gain_effect, success, ...)
* Remove all apostrophes (<code>'</code>)
* [[scripted effect]]s, which can be used to group commands into re-usable macro.
* Turn all upper case letters into lower case (<code>A...Z->a...z</code>)
Traits that do not follow this pattern have been listed below for reference.


(Scripting) commands are different from [[console commands]], though some console commands have a scripting equivalent.
{| class="wikitable" style="float: left; margin-right: 30px;"
 
! Trait
Available commands depend on the current [[scope]] type.
! ID
{| class="wikitable sortable"
|-
|-
!Command
| [[File:Trait education diplomacy 1.png|24px]] Naive Appeaser
!Used in vanilla
| education_diplomacy_1
!Used from scope
!Value type
!Description
!Example
!Category
|-
|-
|add_dynasty_modifier
| [[File:Trait education diplomacy 2.png|24px]] Adequate Bargainer
|
| education_diplomacy_2
|dynasty
|
|Adds a modifier to a dynasty.
|add_dynasty_modifier = name<br>add_dynasty_modifier = { modifier = name days/weeks/months/years = int }
|Modifiers
|-
|-
 
| [[File:Trait education diplomacy 3.png|24px]] Charismatic Negotiator
|add_dynasty_perk
| education_diplomacy_3
|
|dynasty
|key
|Adds dynasty perk.
|add_dynasty_perk = key
|Lifestyles
|-
|-
 
| [[File:Trait education diplomacy 4.png|24px]] Grey Eminence
|add_dynasty_prestige
| education_diplomacy_4
|
|dynasty
|int
|Adds dynasty prestige.
|
|Dynasty
|-
|-
 
| [[File:Trait education martial 1.png|24px]] Misguided Warrior
|add_dynasty_prestige_level
| education_martial_1
|
|dynasty
|
|Adds dynasty prestige levels.
|
|Dynasty
|-
|-
 
| [[File:Trait education martial 2.png|24px]] Tough Soldier
|remove_all_dynasty_modifier_instances
| education_martial_2
|
|dynasty
|modifier
|Remove all instances of a modifier from a dynasty.
|remove_all_dynasty_modifier_instances = name
|Modifiers
|-
|-
 
| [[File:Trait education martial 3.png|24px]] Skilled Tactician
|remove_dynasty_modifier
| education_martial_3
|
|dynasty
|modifier
|Remove a modifier from a dynasty.
|remove_dynasty_modifier = name
|Modifiers
|-
|-
 
| [[File:Trait education martial 4.png|24px]] Brilliant Strategist
|add_house_modifier
| education_martial_4
|
|dynasty/house
|modifier
|Add a modifier to a house.
|add_house_modifier = name
|Modifiers
|-
|-
 
| [[File:Trait education stewardship 1.png|24px]] Indulgent Wastrel
|remove_all_house_modifier_instances
| education_stewardship_1
|
|dynasty/house
|modifier
|Remove all instances of a modifier from a house.
|remove_all_house_modifier_instances = name
|Modifiers
|-
|-
 
| [[File:Trait education stewardship 2.png|24px]] Thrifty Clerk
|remove_house_modifier
| education_stewardship_2
|
|dynasty/house
|modifier
|Remove a modifier from a house.
|remove_house_modifier = name
|Modifiers
|-
|-
 
| [[File:Trait education stewardship 3.png|24px]] Fortune Builder
|add_scheme_modifier
| education_stewardship_3
|
|scheme
|modifier for "type" and int for "days"
|Adds the specified scheme modifier.<br>
|add_scheme_modifier = { type = X days = Y }<br>(Days are optional, the modifier will expire in Y days if specified)
|Modifiers
|-
|-
 
| [[File:Trait education stewardship 4.png|24px]] Midas Touched
|add_scheme_progress
| education_stewardship_4
|
|scheme
|int
|Add progress to the scope scheme. (Progress is in 0.0 - 100.0 range)
|add_scheme_progress = X
|Schemes
|-
|-
 
| [[File:Trait education intrigue 1.png|24px]] Amateurish Plotter
|end_scheme
| education_intrigue_1
|
|scheme
|bool
|Ends a specific scheme and removes it without any other effect.
|end_scheme = yes
|Schemes
|-
|-
 
| [[File:Trait education intrigue 2.png|24px]] Flamboyant Trickster
|expose_scheme
| education_intrigue_2
|
|scheme
|
|Exposes the scheme to the defender
|
|Schemes
|-
|-
 
| [[File:Trait education intrigue 3.png|24px]] Intricate Webweaver
|expose_scheme_agent
| education_intrigue_3
|
|scheme
|character
|Exposes the target character as an agent of the current scheme.
|
|Schemes
|-
|-
 
| [[File:Trait education intrigue 4.png|24px]] Elusive Shadow
|remove_scheme_modifier
| education_intrigue_4
|
|scheme
|modifier
|Removes the specified scheme modifier.
|
|Modifiers
|-
|-
 
| [[File:Trait education learning 1.png|24px]] Conscientious Scribe
|scheme_freeze_days
| education_learning_1
|
|scheme
|int
|freezes the scheme for X days (0 unfreezes the scheme)
|scheme_freeze_days = X
|Schemes
|-
|-
 
| [[File:Trait education learning 2.png|24px]] Insightful Thinker
|add_county_modifier
| education_learning_2
|
|landed title
|modifier/int
|Add a modifier to a county.
|add_county_modifier = name<br>add_county_modifier = { modifier = name days/weeks/months/years = int }
|Modifiers
|-
|-
 
| [[File:Trait education learning 3.png|24px]] Astute Intellectual
|change_county_control
| education_learning_3
|
|landed title
|int
|Changes the county control of a title. If the title has higher tier than county, the effect will propagate down to all counties below it.
|
|Control
|-
|-
 
| [[File:Trait education learning 4.png|24px]] Mastermind Philosopher
|change_de_jure_drift_progress
| education_learning_4
|
|landed title
|title/int
|Change the progress of de jure drift of a title.
|<drifting_title> = { change_de_jure_drift_progress = { target = <drift_target_title>  values = <progress_change_value> } }
|Title
|-
|-
 
| [[File:Trait education martial prowess 1.png|24px]] Bumbling Squire
|change_development_level
| education_martial_prowess_1
|
|landed title
|int
|Changes the development level of a title. If the title has higher tier than county, the effect will propagate down to all counties below it.
|
|Title
|-
|-
 
| [[File:Trait education martial prowess 2.png|24px]] Confident Knight
|change_development_progress
| education_martial_prowess_2
|
|landed title
|int
|Changes the development progress of a title. If the title has higher tier than county, the effect will propagate down to all counties below it.
|
|Development
|-
|-
 
| [[File:Trait education martial prowess 3.png|24px]] Formidable Banneret
|change_development_progress_with_overflow
| education_martial_prowess_3
|
|landed title
|int
|Changes the development progress of a title. If the title has higher tier than county, the effect will propagate down to all counties below it. Will overflow, so adding +100 to a county with 50 progress left will increase the level by 1 and result in 50 progress towards the next level.
|
|Development
|-
|-
 
| [[File:Trait education martial prowess 4.png|24px]] Famous Champion
|clear_title_laws
| education_martial_prowess_4
|
|}
|landed title
{| class="wikitable" style="float: left; margin-right: 30px;"
|bool
! Trait
|Remove all title laws from the scoped title. DOES NOT apply law removal costs and effects.
! ID
|clear_title_laws = yes
|Laws
|-
|-
 
| [[File:Trait beauty bad 1.png|24px]] Homely
|clear_title_laws_effects
| beauty_bad_1
|
|landed title
|bool
|Remove all title laws from the scoped title. DOES apply law removal costs and effects.
|clear_title_laws_effects = yes
|Laws
|-
|-
 
| [[File:Trait beauty bad 2.png|24px]] Ugly
|copy_title_history
| beauty_bad_2
|
|landed title
|title
|Copy title history from another title.
|copy_title_history = source_title
|Titles
|-
|-
 
| [[File:Trait beauty bad 3.png|24px]] Hideous
|remove_all_county_modifier_instances
| beauty_bad_3
|
|landed title
|modifier
|Remove all instances of a modifier from a county.
|remove_all_county_modifier_instances = name
|Modifiers
|-
|-
 
| [[File:Trait beauty good 1.png|24px]] Comely
|remove_county_modifier
| beauty_good_1
|
|landed title
|modifier
|Remove a modifier from a county.
|remove_county_modifier = name
|Modifiers
|-
|-
 
| [[File:Trait beauty good 2.png|24px]] Handsome / Pretty
|reset_title_name
| beauty_good_2
|
|landed title
|bool
|Sets the name and adjective of the scoped title back to being based on its key. Won't cause the prefix to change.
|reset_title_name = yes
|Title
|-
|-
 
| [[File:Trait beauty good 3.png|24px]] Beautiful
|reset_title_prefix
| beauty_good_3
|
|landed title
|bool
|Sets the prefix of the scoped title back to being based on its key. Won't cause its adjective or name to change.
|reset_title_prefix = yes
|Title
|-
|-
 
| [[File:Trait intellect bad 1.png|24px]] Slow
|revoke_lease
| intellect_bad_1
|
|landed title
|bool
|Revoke the lease of the scoped title.
|revoke_lease = yes
|Title
|-
|-
 
| [[File:Trait intellect bad 2.png|24px]] Stupid
|set_always_follows_primary_heir
| intellect_bad_2
|
|landed title
|bool
|Sets if the title should always go to the primary heir in partition succession.
|set_always_follows_primary_heir = yes
|Title
|-
|-
 
| [[File:Trait intellect bad 3.png|24px]] Imbecile
|set_capital_county
| intellect_bad_3
|
|landed title
|title
|Sets the capital county of the title to the target county.
|set_capital_county = <some county title>
|Title
|-
|-
 
| [[File:Trait intellect good 1.png|24px]] Quick
|set_color_from_title
| intellect_good_1
|
|landed title
|title
|Sets the color of the title to the same as the target title (shifted very slightly to not be identical).
|set_color_from_title = <some title>
|Title
|-
|-
 
| [[File:Trait intellect good 2.png|24px]] Intelligent
|set_county_culture
| intellect_good_2
|
|landed title
|culture/title
|Sets the culture of a county.
|set_county_culture = english/root.character_culture
|Title
|-
|-
 
| [[File:Trait intellect good 3.png|24px]] Genius
|set_county_faith
| intellect_good_3
|
|landed title
|faith
|Changes what faith a county has.
|
|Title
|-
|-
 
| [[File:Trait physique bad 1.png|24px]] Delicate
|set_de_jure_liege_title
| physique_bad_1
|
|landed title
|title
|Set a new DeJure liege title.
|set_de_jure_liege_title = new_de_jure_liege
|Title
|-
|-
 
| [[File:Trait physique bad 2.png|24px]] Frail
|set_definitive_form
| physique_bad_2
|
|landed title
|bool
|Sets if the title should use a definitive form name (no 'Kingdom of').
|set_definitive_form = yes
|Title
|-
|-
 
| [[File:Trait physique bad 3.png|24px]] Feeble
|set_delete_on_destroy
| physique_bad_3
|
|landed title
|bool
|Sets if the title should be deleted from the gamestate completely when it is destroyed.
|set_delete_on_destroy = yes
|Title
|-
|-
 
| [[File:Trait physique good 1.png|24px]] Hale
|set_destroy_if_invalid_heir
| physique_good_1
|
|landed title
|bool
|Sets if the title should be destroyed on succession if there's no heir matching its restrictions.
|set_destroy_if_invalid_heir = yes
|Title
|-
|-
 
| [[File:Trait physique good 2.png|24px]] Robust
|set_destroy_on_succession
| physique_good_2
|
|landed title
|bool
|Sets if the title should be destroyed on succession.
|set_destroy_on_succession = yes
|Title
|-
|-
 
| [[File:Trait physique good 3.png|24px]] Amazonian / Herculean
|set_landless_title
| physique_good_3
|
|}
|landed title
{| class="wikitable" style="float: left; margin-right: 30px;"
|bool
! Trait
|Sets if the title is landless (can be held by rulers with no land)
! ID
|set_landless_title = yes
|Title
|-
|-
 
| [[File:Trait blademaster 1.png|24px]] Aspiring Blademaster
|set_no_automatic_claims
| blademaster_1
|
|landed title
|bool
|Sets if the title should disallow automatic claims (meaning claims will only be added by script, and by pressed claims being inherited).
|set_no_automatic_claims = yes
|Title
|-
|-
 
| [[File:Trait blademaster 2.png|24px]] Blademaster
|set_title_name
| blademaster_2
|
|landed title
|key
|sets the name (localization key) of the scoped title. The adjective will be constructed by adding '_adj' to the localisation key. Won't cause the prefix to change.
|set_title_name = TEST_NAME_PLEASE_IGNORE
|Title
|-
|-
 
| [[File:Trait blademaster 3.png|24px]] Legendary Blademaster
|set_title_prefix
| blademaster_3
|
|landed title
|key
|sets the prefix of the scoped title. Won't cause its name or adjective to change.
|set_title_prefix = PREFIX_THE
|Title
|-
|-
 
| [[File:Trait hunter 1.png|24px]] Novice Hunter
|title_create_faction
| hunter_1
|
|landed title
|faction<br>character/title
|The scoped landed title creates a faction of the specified type against the specified target.
|title_create_faction = { type = X target = Y }
|Factions
|-
|-
 
| [[File:Trait hunter 2.png|24px]] Hunter
|title_join_faction
| hunter_2
|
|landed title
|faction
|The landed title in the scope joins the assigned faction.
|
|Factions
|-
|-
 
| [[File:Trait hunter 3.png|24px]] Master Hunter
|title_leave_faction
| hunter_3
|
|landed title
|faction
|The title in the scope leaves the assigned faction
|
|Factions
|-
|-
 
| [[File:Trait mystic 1.png|24px]] Wise Man / Wise Woman
|end_story
| mystic_1
|
|story cycle
|
|Ends a story and executes it's on_end effect, the story can no longer be accessed after this.
|
|Stories
|-
|-
 
| [[File:Trait mystic 2.png|24px]] Mystic
|make_story_owner
| mystic_2
|
|story cycle
|character
|Makes the character the new owner of the story.
|make_story_owner = character_target
|Stories
|-
|-
 
| [[File:Trait mystic 3.png|24px]] Miracle Worker
|add_innovation
| mystic_3
|
|culture
|innovation
|Add innovation to a culture.
|
|Innovations
|-
|-
 
| [[File:Trait reveler 1.png|24px]] Eager Reveler
|add_random_innovation
| reveler_1
|
|culture
|innovation/bool
|Add random available innovation
|<culture> = { add_random_innovation = culture_group_military/culture_group_civic/culture_group_regional/yes }
|Innovations
|-
|-
 
| [[File:Trait reveler 2.png|24px]] Famous Reveler
|get_all_innovations_from
| reveler_2
|
|culture
|culture
|Discover all innovations from the target culture.
|get_all_innovations_from = <culture>
|Innovations
|-
|-
 
| [[File:Trait reveler 3.png|24px]] Legendary Reveler
|get_random_innovation_from
| reveler_3
|
|culture
|
|Get random available innovation from another culture.
|
|Innovations
|-
|-
 
| [[File:Trait physician 1.png|24px]] Novice Physician
|add_character_flag
| physician_1
|
|character
|flag
|Adds a character flag.
|add_character_flag = X<br>add_character_flag = { flag = X days/weeks/years = Y } X is the name of the flag and Y is a value or value interval "{ min max }".
|Flags
|-
|-
 
| [[File:Trait physician 2.png|24px]] Physician
|add_character_modifier
| physician_2
|
|character
|modifier/int
|Add a modifier to a character.
|add_character_modifier = name<br>add_character_modifier = { modifier = name days/weeks/months/years = int }
|Modifiers
|-
|-
 
| [[File:Trait physician 3.png|24px]] Renowned Physician
|add_courtier
| physician_3
|
|}
|character
<!-- Creation of this table was partly aided by this script: https://github.com/SaucyPigeon/ck3_mapdata -->
|character
{| class="wikitable" style="float: left; margin-right: 30px;"
|Add the target character to the scope character's court.(It doesn't work)
! Trait
|
! ID
|Characters
|-
|-
 
| [[File:Trait_depressed.png|24px]] Melancholic
|add_diplomacy_lifestyle_perk_points
| depressed_1 / depressed_genetic
|
|character
|int
|Adds lifestyle per points to the given character.
|
|Lifestyles
|-
|-
 
| [[File:Trait_lunatic.png|24px]] Lunatic
|add_diplomacy_lifestyle_xp
| lunatic_1 / lunatic_genetic
|
|character
|int
|Adds lifestyle XP to the given character.
|
|Lifestyles
|-
|-
 
| [[File:Trait_possessed.png|24px]] Possessed
|add_dread
| possssed_1 / possessed_genetic
|
|character
|int
|Adds (or removes) dread to a character.
|
|Characters
|-
|-
 
| [[File:Trait_family_first.png|24px]] Patriarch / Matriarch
|add_gold
| family_first
|
|character
|
|Adds gold to a character.
|
|Characters
|-
|-
 
| [[File:Trait_infertile.png|24px]] Sterile / Barren
|add_hook
| infertile
|
|character
|hook/character/secret/int
|Adds a hook on a character. Does send a toast to the player if it's involved.
|add_hook = { type = X, target = Y, secret = Z, days/months/years = W  }<br>days/months/years optional (taken from hook type otherwise) and can be a value or an interval, secret required for hook types that require it.
|Hooks and Secrets
|-
|-
 
| [[File:Trait_devoted.png|24px]] Monk / Nun
|add_hook_no_toast
| devoted
|
|character
|hook/character/secret/int
|Adds a hook on a character. Does NOT send a toast to the player.
|add_hook = { type = X, target = Y, secret = Z, days/months/years = W  }<br>days/months/years optional (taken from hook type otherwise) and can be a value or an interval, secret required for hook types that require it.
|Hooks and Secrets
|-
|-
 
| [[File:Trait_crusader.png|24px]] Crusader<br>[[File:Trait_mujahid.png|24px]] Mujahid<br>[[File:Trait_faith_warrior.png|24px]] Warrior of the Faith
|add_intrigue_lifestyle_perk_points
| faith_warrior
|
|character
|int
|Adds lifestyle per points to the given character.
|
|Lifestyles
|-
|-
 
| [[File:Trait_crusader_king.png|24px]] Holy Monarch
|add_intrigue_lifestyle_xp
| crusader_king
|
|character
|int
|Adds lifestyle XP to the given character.
|
|Lifestyles
|-
|-
 
| [[File:Trait_pneumonic.png|24px]] Pneumonia
|add_joined_faction_discontent
| pneumonic
|
|character
|int
|Adds (or subtracts) discontent to the factions the scope character is in.
|add_joined_faction_discontent = X
|Factions
|-
|-
 
| [[File:Trait wounded_1.png|24px]] Wounded
|add_knows_of_killer
| wounded_1
|
|character
|character
|Adds the right hand side character as knowing of the killer of the scoped object.
|dead_person = { add_knows_of_killer = root }
|Characters
|-
|-
 
| [[File:Trait wounded_2.png|24px]] Severely Injured
|add_learning_lifestyle_perk_points
| wounded_2
|
|character
|int
|Adds lifestyle per points to the given character.
|
|Lifestyles
|-
|-
 
| [[File:Trait wounded_3.png|24px]] Brutally Mauled
|add_learning_lifestyle_xp
| wounded_3
|
|character
|int
|Adds lifestyle XP to the given character
|
|Lifestyles
|-
|-
 
| [[File:Trait clubfooted.png|24px]] Club-footed
|add_martial_lifestyle_perk_points
| clubfooted
|
|character
|int
|Adds lifestyle per points to the given character.
|
|Lifestyles
|-
|-
 
| [[File:Trait paragon.png|24px]] The Savior
|add_martial_lifestyle_xp
| savior
|
|character
|int
|Adds lifestyle XP to the given character.
|
|Lifestyles
|-
|-
 
| [[File:Trait blood_of_prophet.png|24px]] Blood of the Prophet (unused)
|add_opinion
| blood_of_prophet
|
|character
|modifier/int/character
|Adds a temporary opinion modifier.
|add_opinion = { modifier = X days/months/years = Y target = Z }
|Characters
|-
|-
 
| [[File:Trait kinslayer_1.png|24px]] Dynastic Kinslayer
|add_perk
| kinslayer_1
|
|
|character
|Adds the perk for this character
|
|Lifestyles
|-
|-
 
| [[File:Trait kinslayer_2.png|24px]] Familial Kinslayer
|add_piety
| kinslayer_2
|
|character
|
|Gives (or takes) piety to a character.
|
|Characters
|-
|-
 
| [[File:Trait kinslayer_3.png|24px]] Kinslayer
|add_piety_experience
| kinslayer_3
|
|character
|
|Gives (or takes) piety experience to a character.
|
|Characters
|-
|-
 
| [[File:Trait viking.png|24px]] Raider / Viking
|add_piety_level
| viking
|
|character
|
|Increases (or decreases) the piety level of a character.
|
|Characters
|-
|-
 
| [[File:Trait lovers_pox.png|24px]] / [[File:Trait great_pox.png|24px]] Early Great Pox (mimics Lover's Pox)
|add_pressed_claim
| early_great_pox
|
|}
|character
{{clear}}
|landed title
== Title IDs ==
|Gives a pressed claim to a character.
{{main|Titles}}
|
All titles have an internal title ID that can be found in <code>game\common\landed_titles\00_landed_titles.txt</code>. Title IDs have a prefix based on their rank, followed by an underscore (<code>_</code>) and then their name.
|Title
{| class="mildtable"
! Rank
! Prefix
! Example
|-
|-
 
| {{iconify|Barony}}
|add_prestige
| <code>b_</code>
|
| <code>Wigmore -> b_wigmore</code>
|character
|
|Gives (or takes) prestige to a character.
|
|Characters
|-
|-
 
| {{iconify|County}}
|add_prestige_experience
| <code>c_</code>
|
| <code>Sundgau -> c_sundgau</code>
|character
|
|Gives (or takes) prestige experience to a character.
|
|Characters
|-
|-
 
| {{iconify|Duchy}}
|add_prestige_level
| <code>d_</code>
|
| <code>Sicily -> d_sicily</code>
|character
|
|Increases (or decreases) the prestige level of a character.
|
|Characters
|-
|-
 
| {{iconify|Kingdom}}
|add_realm_law
| <code>k_</code>
|
| <code>Denmark -> k_denmark</code>
|character
|
|Adds the given law to the scoped character.
|
|Laws
|-
|-
 
| {{iconify|Empire}}
|add_realm_law_skip_effects
| <code>e_</code>
|
| <code>Persia -> e_persia</code>
|character
|
|Adds the given law to the scoped character. Skips the cost and the pass effect, and the revoke effects of the current law.
|
|Laws
|-
 
|add_relation_flag
|
|character
|
|Adds a flag to an existing relation.
|add_relation_flag = { relation = scripted_relation flag = flag_name (declared in the relation's script) target = other_character }
|Flags
|-
 
|add_scheme_cooldown
|
|character
|character/scheme/int
|Sets a scheme cooldown for the scoped character.
|<scoped_character> = { target=target_character type=scheme_type days/weeks/months/years = duration }
|Hooks and Schemes
|-
 
|add_secret
|
|character
|secret/character
|Adds a secret.<br>Note that if you create a Secret in the immediate effect, the tooltips for other effects run in that Secret's scope (such as reveal_to) are likely to be displayed incorrectly, or not to be displayed at all. This is due to the game generating the tooltip before it actually has a Secret that exists to work off of. Test rigorously and use custom tooltips if necessary. Creating a Secret in the immediate and then running effects on it in an event option should produce perfectly normal tooltips.
|add_secret = { type = X target = Y }
|Hooks and Secrets
|-
 
|add_stewardship_lifestyle_perk_points
|
|character
|int
|Adds lifestyle per points to the given character.
|
|Lifestyles
|-
 
|add_stewardship_lifestyle_xp
|
|character
|int
|Adds lifestyle XP to the given character.
|
|Lifestyles
|-
 
|add_stress
|
|character
|int
|Increases (or decreases) stress of a character.
|
|Characters
|-
 
|add_targeting_factions_discontent
|
|character
|int
|Adds (or subtracts) discontent to all the factions that are targeting the scope character.
|add_targeting_factions_discontent = X
|Factions
|-
 
|add_to_scheme
|
|character
|cheme
|Adds a character as an agent to the scheme.
|
|Hooks and Schemes
|-
 
|add_trait
|
|character
|
|Adds a trait to a character (the trait will not be added and no tooltip will be shown if the character isn't eligible for the trait, i.e. when already having the trait, having an opposing trait, not fulfilling the trait's is_potential trigger or being outside of the trait's range).
|
|Characters
|-
 
|add_trait_force_tooltip
|
|character
|
|Adds a trait to a character (if the add_trait effect would not add the trait - i.e. when already having the trait, having an opposing trait, not fulfilling the trait's is_potential trigger or being outside of the trait's range - a tooltip will be shown but the trait will not be added).
|
|Characters
|-
 
|add_truce_both_ways
|
|character
|character/string/bool/war result
|Sets the both-way truce against the specified character.<br>'character' specifies the target character<br>'override' says whether it should replace the previous truce even if shorter<br>'years / months / days' sets the duration of the truce<br>'result' specifies the result from the scope character's point of view ('white_peace' by default)<br>'casus_belli' sets the casus belli scope that caused the truce, mutually exclusive with 'name'<br>'name' sets a custom description. Dynamic description with the current scope<br>'war' sets the war that caused the truce, mutually exclusive with 'casus_belli'
|add_truce_both_ways = { character = X years/months/days = Y override = yes/no result = victory/defeat/white_peace casus_belli/war = Z }
|Characters
|-
 
|add_truce_one_way
|
|character
|character/string/bool/war result
|Sets the truce against the specified character.<br>'character' specifies the target character<br>'override' says whether it should replace the previous truce even if shorter<br>'years / months / days' sets the duration of the truce<br>'result' specifies the result from the scope character's point of view ('white_peace' by default)<br>'casus_belli' sets the casus belli scope that caused the truce, mutually exclusive with 'name'<br>'name' sets a custom description. Dynamic description with the current scope<br>'war' sets the war that caused the truce, mutually exclusive with 'casus_belli'
|add_truce_one_way = { character = X years/months/days = Y override = yes/no result = victory/defeat/white_peace casus_belli/war = Z }
|Characters
|-
 
|add_tyranny
|
|character
|int
|Adds (or removes) tyranny to (or from) a character.
|
|Characters
|-
 
|add_unpressed_claim
|
|character
|landed title
|Gives an unpressed claim to a character.
|
|Titles
|-
 
|add_visiting_courtier
|
|character
|character
|Add the target character as the scope character's guest.(It doesn't work)
|
|Characters
|-
 
|allow_alliance
|
|character
|character
|Allows (previously broken) alliance with the target character.
|
|Characters
|-
 
|allow_in_scheme
|
|
|character
|Allow the character to join the scheme as an agent.
|
|Hooks and Schemes
|-
 
|apply_ai_vassal_obligation_liege_most_desired
|
|character
|
|Apply the new level for the most desired AI obligation level the liege in the contract wants
|
|Laws
|-
 
|apply_ai_vassal_obligation_vassal_most_desired
|
|character
|
|Apply the new level for the most desired AI obligation level the vassal in the contract wants.
|
|Laws
|-
 
|assign_council_task
|
|character
|
|Assigns the target character to the council task.
|assign_council_task = { council_task = council_task_scope target = character_taking_the_position fire_on_actions = yes/no }
|Jobs
|-
 
|assign_councillor_type
|
|character
|
|Assigns the target character to the first available council position of the type available.
|assign_councillor_type = { type = council_position_type_key target = character_taking_the_position fire_on_actions = yes/no }
|Jobs
|-
 
|banish
|
|character
|
|The character gets banished.
|
|Characters
|-
 
|becomes_independent
|
|character
|
|Becomes and independent ruler.
|becomes_independent = { change = 'previously created title_and_vassal_change' }
|Vassalage
|-
 
|break_alliance
|
|character
|character
|Breaks the alliance with the target character.
|
|Relations
|-
 
|cancel_truce_both_ways
|
|character
|character
|Ends the truce against the specified character, and theirs against the scoped character.
|cancel_truce_both_ways = scope:character
|Relations
|-
 
|cancel_truce_one_way
|
|character
|character
|Ends the truce against the specified character.
|cancel_truce_one_way = scope:character
|Relations
|-
 
|change_current_weight
|
|character
|int
|Change the current weight of the scoped character
|change_current_weight = 20
|Characters
|-
 
|change_first_name
|
|character
|key/character
|Change the first name of a character.
|change_first_name = <localization_key><br>change_first_name = scope:name/var:name<br>change_first_name = { template_character = scope:character }
|Characters
|-
 
|change_government
|
|character
|key
|Changes the government of a character.
|
|Characters
|-
 
|change_liege
|
|character
|
|Adds a liege change.
|change_liege = { liege = 'Character that should become the new liege' change = 'previously created title_and_vassal_change'}
|Vassalage
|-
 
|change_prison_type
|
|character
|key
|Changes the charater's prison type. Scoped character is the prisoner. Accepts any static modifier (see also improson effect).
|change_prison_type = house_arrest
|Characters
|-
 
|change_target_weight
|
|character
|int
|Change the target weight of the scoped character.
|change_target_weight = 20
|Characters
|-
 
|clear_forced_vote
|
|character
|bool
|clear_forced_vote = yes
|
|Characters
|-
 
|consume_banish_reasons
|
|character
|character
|'Consume' all banish reasons that the scoped character has on the target character. Until they get a new reason, they cannot banish the target again.
|
|Characters
|-
 
|consume_divorce_reasons
|
|character
|character
|'Consume' all divorce reason that the scoped character has on the target character. Until they get a new reason, they cannot divorce the target again.
|
|Characters
|-
 
|consume_execute_reasons
|
|character
|character
|'Consume' all execute reasons that the scoped character has on the target character. Until they get a new reason, they cannot execute the target again.
|
|Characters
|-
 
|consume_imprisonment_reasons
|
|character
|character
|'Consume' all imprisonment reasons that the scoped character has on the target character. Until they get a new reason, they cannot imprison the target again.
|
|Characters
|-
 
|consume_revoke_title_reason
|
|character
|character
|'Consume' 1 revoke title reason that the scoped character has on the target character.
|
|Characters
|-
 
|copy_inheritable_appearance_from
|
|character
|character
|Copies the inheritable appearance attributes (inheritable genes in the character's DNA string) from the target character to the scoped character.
|
|Titles
|-
 
|create_alliance
|
|character
|character
|Create an alliance between the scoped character and the target. The allied through characters determine who gets checked against for if the alliance should persist or not.
|create_alliance = scope<br>create_alliance = { target = scope allied_through_owner = scope allied_through_target = scope }
|Relations
|-
 
|create_cadet_branch
|
|character
|bool
|The scope character creates a cadet branch of the house he is in.
|
|Characters
|-
 
|create_faction
|
|key/character
|
|The scoped character creates a faction of the specified type against the specified target.
|create_faction = { type = X target = Y }
|Factions
|-
 
|create_story
|
|character
|key/character
|Creates and initializes a story cycle with the current character as owner.
|create_story = story_type<br>create_story = { type = story_type save_scope_as/save_temporary_scope_as = scope_name # optional way to get a reference to the new story }
|Stories
|-
 
|death
|
|character
|character/key
|Kills a character. Where X is a character and Y is one of the death reason keys. Or death = natural which will pick a natural death reason to kill the character from.
|death = { killer = X death_reason = Y }
|Characters
|-
 
|depose
|
|character
|bool
|The character gets deposed.
|
|Vassalage
|-
 
|destroy_title
|
|character
|title
|Destroys a title.
|
|Titles
|-
 
|end_pregnancy
|
|character
|
|End a pregnancy
|
|Characters
|-
 
|execute_decision
|
|character
|
|Execute the specified decision for the scoped character
|
|Characters
|-
 
|finish_council_task
|
|character
|
|The councillor finish the current assigned task successfully.
|
|Jobs
|-
 
|fire_councillor
|
|character
|character
|The scope character fires the target character form teh council.
|
|Jobs
|-
 
|forbid_from_scheme
|
|character
|
|Forbid the scope character from joining the target scheme as an agent (and kick the character out if already in the scheme)
|
|Hooks and Schemes
|-
 
|force_add_to_scheme
|
|character
|key/int
|Adds a character as an agent to the scheme and forces them to stay.
|force_add_to_scheme = { scheme = target_Scheme days/months/years = duration }
|Hooks and Schemes
|-
 
|force_vote_as
|
|character
|
|Forces the character to vote the same as the target.
|force_vote_as = { target = someone days/months/years = x }
|Characters
|-
 
|get_title
|
|character
|title
|Gives a title to a character.
|
|Titles
|-
 
|give_nickname
|
|character
|key
|Give a nickname to this character.
|
|Characters
|-
 
|join_faction
|
|character
|
|The character in the scope joins the assigned faction.
|
|Factions
|-
 
|join_faction_forced
|
|character
|key/character/int
|The character in the scope is forced to join a faction by a character for a defined time.
|join_faction_forced = { faction = X forced_by = Y days/months/years = duration }
|Factions
|-
 
|join_faction_skip_check
|
|character
|
|The character in the scope joins the assigned faction skiping the can_character_join trigger.
|
|Factions
|-
 
|leave_faction
|
|character
|
|The charcter in the scope leaves the assigned faction.
|
|Factions
|-
 
|make_claim_strong
|
|character
|title
|Makes a claim strong (character adds the claim if not having it already).
|
|Titles
|-
 
|make_claim_weak
|
|character
|title
|Makes a claim weak (character adds the claim if not having it already).
|
|Titles
|-
 
|make_concubine
|
|character
|character
|Makes the target character a concubine of the scope character, the target should not be imprisoned.
|
|Characters
|-
 
|make_pregnant
|
|character
|character/int/bool
|Makes a character pregnant.
|make_pregnant = { father= 'the real father' number_of_children= X known_bastard=yes/no }
|Characters
|-
 
|make_trait_active
|
|character
|
|Activates an inactive trait. Tooltip will not be shown if the character cannot have the trait.
|
|Characters
|-
 
|make_trait_active_force_tooltip
|
|character
|
|Activates an inactive trait. Tooltip will be shown even if the character cannot have the trait.
|
|Characters
|-
 
|make_trait_inactive
|
|character
|
|Makes a current trait of a character inactive. Tooltip will not be shown if the character doesn't have the trait.
|
|Characters
|-
 
|make_trait_inactive_force_tooltip
|
|character
|
|Makes a current trait of a character inactive. Tooltip will be shown even if the character doesn't have the trait.
|
|Characters
|-
 
|make_unprunable
|
|character
|
|The scope character will no longer be prunable after their death. Use with care, as this will make everyone related to them unprunable too. So you should only use this if someone absolutely *needs* to stick around several years after their death.
|make_unprunable = yes
|Characters
|-
 
|marry
|
|character
|character
|Marries the scoped character to the target character.
|marry = target
|Characters
|-
 
|marry_matrilineal
|
|character
|character
|Marries the scoped character to the target character matrilineally
|marry_matrilineal = target
|Characters
|-
 
|move_to_pool
|
|character
|bool
|The scoped character (courtier or guest) leaves their current court and moves into the pool.
|scope:guest = { move_to_pool = yes }
|Characters
|-
 
|move_to_pool_at
|
|character
|province
|The scoped character (courtier/guest/pool character) leaves their current court (if any) and moves into the pool of the specified province
|scope:guest = { move_to_pool_at = scope:some_province }
|Characters
|-
 
|pay_long_term_gold
|
|character
|character/int
|The scope character pays gold to the target character. (AI budget category long term).
|pay_gold = { target = X gold = Y }
|Characters
|-
 
|pay_short_term_gold
|
|character
|
|The scope character pays gold to the target character. (AI budget category short term).
|pay_gold = { target = X gold = Y }
|Characters
|-
 
|pay_short_term_income
|
|character
|character/int
|The scope character immediately pays gold corresponding to their income to the target character. (AI budget short term).
|pay_income = { target = X days/months/years = Y }
|Characters
|-
 
|play_music_cue
|
|character
|
|Plays the specified music cue.
|
|Music
|-
 
|recalculate_scripted_relation
|
|character
|
|Recalculates the effect of a scripted relation.
|recalculate_scripted_relation = friend
|Relations
|-
 
|recruit_courtier
|
|character
|character
|Recruits the target to become a courtier.(It doesn't work)
|scope:liege = { recruit_courtier = scope:new_courtier }
|Characters
|-
 
|refund_all_perks
|
|character
|bool
|Refunds all perks of the character.
|refund_all_perks = yes
|Lifestyles
|-
 
|refund_perks
|
|character
|key
|Refunds all perks of the RHS lifestyle.
|refund_perks = intrigue_lifestyle
|Lifestyles
|-
 
|release_from_prison
|
|character
|bool
|Releases the character from the prison.
|release_from_prison = yes
|Characters
|-
 
|remove_all_character_modifier_instances
|
|character
|modifier
|Remove all instances of a modifier from a character
|remove_all_character_modifier_instances = name
|Modifiers
|-
 
|remove_character_flag
|
|character
|flag
|Removes a character flag.
|
|Flags
|-
 
|remove_character_modifier
|
|character
|modifier
|Remove a modifier from a character.
|remove_character_modifier = name
|Modifiers
|-
 
|remove_claim
|
|character
|landed title
|Removes an explicit (not from a living parent/grand parent) claim.
|
|Title
|-
 
|remove_concubine
|
|character
|character
|Removes the target character as a concubine of the scope character.
|
|Relations
|-
 
|remove_courtier_or_guest
|
|character
|character
|Removes the target character (guest or courtier) from the scope character's court.
|scope:host = { remove_courtier_or_guest = scope:guest }<br>scope:host = {<br>remove_courtier_or_guest = {<br>character = scope:guest<br>new_location = scope:some_province # optionally specify a new location<br>}<br>}
|Characters
|-
 
|remove_decision_cooldown
|
|character
|key
|Remove the cooldown on taking a decision for the scoped character.
|remove_decision_cooldown = decision_name
|Decisions
|-
 
|remove_hook
|
|character
|character/hook_type
|Removes a hook on a character. If type is specified, the hook will only be removed if it is of that type.
|remove_hook = { target = X, type = Y }
|Hooks and Schemes
|-
 
|remove_interaction_cooldown
|
|character
|interaction
|Remove the cooldown on using an interaction for the scoped character.
|remove_interaction_cooldown = interaction_name
|Interactions
|-
 
|remove_interaction_cooldown_against
|
|character
|interaction/character
|Remove the cooldown on using an interaction against the target character for the scoped character.
|remove_interaction_cooldown_against = { interaction = interaction_name target = character }
|Interactions
|-
 
|remove_long_term_gold
|
|character
|
|Removes gold from a character (AI's long term budget).
|
|Characters
|-
 
|remove_nickname
|
|character
|bool
|Removes any nickname from the current character.
|
|Characters
|-
 
|remove_opinion
|
|character
|character/modifier/bool
|Removes a temporary opinion modifier. Where X is a character, Y is the opinion modifier, Z tells whether to remove all instances of the modifier or just one.
|remove_opinion = { target = X modifier = Y single = Z (no by default) }
|Modifiers
|-
 
|remove_perk
|
|character
|
|Remove the perk for this character
|
|Characters
|-
 
|remove_realm_law
|
|character
|law
|Removes the given law from the scoped character. This will leave the law group empty, so only do this if you're getting rid of a law group.
|
|Laws
|-
 
|remove_relation_best_friend
|
|character
|character
|Removes scripted relationship.
|
|Relations
|-
 
|remove_relation_bully
|
|character
|character
|Removes scripted relationship.
|
|Relations
|-
 
|remove_relation_court_physician
|
|character
|character
|Removes scripted relationship.
|
|Relations
|-
 
|remove_relation_crush
|
|character
|character
|Removes scripted relationship.
|
|Relations
|-
 
|remove_relation_flag
|
|flag/character/relation
|Removed a flag from an existing relation.
|
|remove_relation_flag = { flag = flag_name (declared in scripted_relation) target = other_character relation = scripted_relation }
|Flags
|-
 
|remove_relation_friend
|
|character
|character
|Removes scripted relationship.
|
|Relations
|-
 
|remove_relation_guardian
|
|character
|character
|Removes scripted relationship
|
|Relations
|-
 
|remove_relation_intrigue_mentor
|
|character
|character
|Removes scripted relationship.
|
|Relations
|-
 
|remove_relation_intrigue_student
|
|character
|character
|Removes scripted relationship.
|
|Relations
|-
 
|remove_relation_lover
|
|character
|character
|Removes scripted relationship.
|
|Relations
|-
 
|remove_relation_mentor
|
|character
|character
|Removes scripted relationship.
|
|Relations
|-
 
|remove_relation_nemesis
|
|character
|character
|Removes scripted relationship.
|
|Relations
|-
 
|remove_relation_oaf
|
|character
|character
|Removes scripted relationship
|
|Relations
|-
 
|remove_relation_potential_friend
|
|character
|character
|Removes scripted relationship.
|
|Relations
|-
 
|remove_relation_potential_lover
|
|character
|character
|Removes scripted relationship.
|
|Relations
|-
 
|remove_relation_potential_rival
|
|character
|character
|Removes scripted relationship.
|
|Relations
|-
 
|remove_relation_rival
|
|character
|character
|Removes scripted relationship.
|
|Relations
|-
 
|remove_relation_soldier_friend
|
|character
|character
|Removes scripted relationship.
|
|Relations
|-
 
|remove_relation_soulmate
|
|character
|character
|Removes scripted relationship.
|
|Relations
|-
 
|remove_relation_student
|
|character
|character
|Removes scripted relationship.
|
|Relations
|-
 
|remove_relation_victim
|
|character
|character
|Removes scripted relationship.
|
|Relations
|-
 
|remove_relation_ward
|
|character
|character
|Removes scripted relationship.
|
|Relations
|-
 
|remove_scheme_cooldown_against
|
|character
|scheme/character
|Remove the cooldown on using a scheme against the target character for the scoped character
|remove_scheme_cooldown_against = { scheme = scheme_name target = character }
|Hooks and Schemes
|-
 
|remove_short_term_gold
|
|character
|
|Removes gold from a character (AI's short term budget).
|
|Characters
|-
 
|remove_trait
|
|character
|
|Removes a trait from a character. Tooltip will not be shown if the character doesn't have the trait.
|
|Characters
|-
 
|remove_trait_force_tooltip
|
|character
|
|Removes a trait from a character. Tooltip will be shown even if the character doesn't have the trait.
|
|Characters
|-
 
|reset_beneficiary
|
|character
|bool
|The target character stops having a beneficiary.
|reset_beneficiary = yes
|Holy Wars
|-
 
|return_to_court
|
|character
|
|Returns the scope character to the employers court.
|
|Characters
|-
 
|reverse_add_opinion
|
|character
|modifier/int/character
|Adds a temporary reverse opinion modifier. X is a scripted modifier name. Y can be a value or a range "{ A B }" If no timeout are specified, the modifier's scripted default timeout will be used.
|reverse_add_opinion = { modifier = X days/months/years = Y target = Z }
|Modifiers
|-
 
|scriptedtests_recalculate_character_modifier
|
|character
|
|Recalculates the modifier of the scoped character.
|
|Modifiers
|-
 
|scriptedtests_recalculate_succession
|
|character
|
|Recalculates the line of succession of the scoped character.
|
|Succession
|-
 
|send_interface_message
|
|character
|
|Sends a message to the player playing the character in the scope and then executes any effects inside.<br>For the message text and tooltip, $EFFECT$ contains the text description of the effects in the past tense and $DESC$ contains the text from the desc field.
|send_interface_message = {<br>type = message_type # default: send_interface_message<br>title = LOCALIZATION # optional, otherwise takes it from the message type<br>desc = LOCALIZATION # optional, otherwise takes it from the message type<br>tooltip = LOCALIZATION # optional, otherwise takes it from the message type<br>left_icon = scope:recipient # optional, character or title<br>right_icon = scope:the_title # optional, character or title<br>goto = scope:the_title # optional, character, barony title, province will add a goto button<br># optional effects...<br>add_dread = 5<br>scope:someone = { add_gold = 5 }<br>}
|Notifications
|-
 
|send_interface_toast
|
|character
|
|Sends a message to the player playing the character in the scope and then executes any effects inside.<br>For the message text and tooltip, $EFFECT$ contains the text description of the effects in the past tense.<br>And $DESC$ contains the text from the desc field.
|send_interface_toast = {<br>type = message_type # default: send_interface_toast<br>title = LOCALIZATION # optional, otherwise takes it from the message type<br>desc = LOCALIZATION # optional, otherwise takes it from the message type<br>left_icon = scope:recipient # optional, character or title<br>right_icon = scope<br>goto = scope:the_title # optional, character, barony title, province will add a goto button<br># optional effects...<br>add_dread = 5<br>scope:someone = { add_gold = 5 }<br>}
|Notifications
|-
 
|set_absolute_country_control
|
|character
|
|Sets if this character has absolute country control.
|
|Control
|-
 
|unlock_character_movement
|
|
|bool/character
|
|
|Characters
|-
 
|set_beneficiary
|
|character
|character
|The target character becomes the beneficiary of the scoped character.
|set_beneficiary = some character
|Holy Wars
|-
 
|set_character_faith
|
|character
|faith
|Changes what faith a character has executing the effects for it. For history setup use 'set_character_faith_history' instead.
|
|Characters
|-
 
|set_character_faith_history
|
|character
|faith
|Changes what faith a character has NOT executing the effects for it. USE ONLY IN HISOTRY SETUP!
|
|Characters
|-
 
|set_character_faith_with_conversion
|
|character
|faith
|Changes what faith a character has, as if they used the faith-view interaction (minus the piety cost). So vassals who'd accept will get converted, as will capitals
|
|Characters
|-
 
|set_child_of_concubine_on_pregnancy
|
|character
|
|Sets the child to be (or not be) a child of a concubine during pregnancy
|
|Characters
|-
 
|set_council_task
|
|character
|key/character
|Sets the task of the scope councillor
|set_council_task = { task_type = council_position_type_key target = for_targeted_tasks  }
|Jobs
|-
 
|set_culture
|
|character
|culture
|Set the culture for this character
|
|Characters
|-
 
|set_culture_same_as
|
|character
|character
|Sets the culture of the character to be the same as the culture of the target.
|
|Characters
|-
 
|set_death_reason
|
|character
|
|Sets the death reason and the killer of a dead character.
|set_death_reason = { killer = X death_reason = Y }, both parameters are optional
|Characters
|-
 
|set_default_education
|
|
|character
|Sets the default education focus for this character.
|
|Lifestyles
|-
 
|set_designated_heir
|
|character
|character
|Sets the given character as designated heir.
|
|Succession
|-
 
|set_employer
|
|character
|character
|Add the scope character to the target character's court.
|
|Characters
|-
 
|set_father
|
|character
|character
|Sets the father of a character.
|
|Characters
|-
 
|set_focus
|
|character
|
|Set the focus for this character
|
|Lifestyles
|-
 
|set_house
|
|character
|dynasty house
|Sets the dynasty house of the character.
|
|Characters
|-
 
|set_immortal_age
|
|character
|int
|Changes what age the character became immortal at. Only works if already immortal.
|set_immortal_age = 20
|Characters
|-
 
|set_killer_public
|
|character
|
|Sets the scoped character's killer as being publicly known
|set_killer_public = bool
|Hooks and Schemes
|-
 
|set_known_bastard_on_pregnancy
|
|character
|
|Sets the child to a known or unknown bastard during pregnancy.
|
|Characters
|-
 
|set_num_pregnancy_children
|
|character
|int
|Set the number of children
|
|Characters
|-
 
|set_override_designated_winner
|
|character
|bool
|The scoped character will put their beneficiary on the throne if they're the #1 participant if this is called with 'yes'. Call with 'no' to turn it off again.
|set_override_designate_winner = yes
|Holy Wars
|-
 
|set_player_character
|
|character
|character
|The scope character's player will now play as the target character. Scope must be player-controlled. Target cannot be player-controlled.
|
|Characters
|-
 
|set_pregnancy_assumed_father
|
|character
|character
|Set the assumed father of the pregnancy.
|
|Characters
|-
 
|set_primary_spouse
|
|character
|character
|Set the primary spouse of a character.
|set_primary_spouse = scope
|Characters
|-
 
|set_primary_title_to
|
|character
|landed title
|Sets the primary title for a character.
|set_primary_title_to = <title>
|Titles
|-
 
|set_real_father
|
|character
|character
|Changes the real father of the character scope.
|
|Characters
|-
 
|set_realm_capital
|
|character
|landed title
|Set a new realm capital
|character = { set_realm_capital = new_title }
|Realm
|-
 
|set_relation_best_friend
|
|character
|character
|Sets scripted relationship.
|
|Relations
|-
 
|set_relation_bully
|
|character
|character
|Sets scripted relationship.
|
|Relations
|-
 
|set_relation_court_physician
|
|character
|character
|Sets scripted relationship.
|
|Relations
|-
 
|set_relation_crush
|
|character
|character
|Sets scripted relationship.
|
|Relations
|-
 
|set_relation_friend
|
|character
|character
|Sets scripted relationship.
|
|Relations
|-
 
|set_relation_guardian
|
|character
|character
|Sets scripted relationship.
|
|Relations
|-
 
|set_relation_intrigue_mentor
|
|character
|character
|Sets scripted relationship.
|
|Relations
|-
 
|set_relation_intrigue_student
|
|character
|character
|Sets scripted relationship.
|
|Relations
|-
 
|set_relation_lover
|
|character
|character
|Sets scripted relationship.
|
|Relations
|-
 
|set_relation_mentor
|
|character
|character
|Sets scripted relationship.
|
|Relations
|-
 
|set_relation_nemesis
|
|character
|character
|Sets scripted relationship.
|
|Relations
|-
 
|set_relation_oaf
|
|character
|character
|Sets scripted relationship.
|
|Relations
|-
 
|set_relation_potential_friend
|
|character
|character
|Sets scripted relationship.
|
|Relations
|-
 
|set_relation_potential_lover
|
|character
|character
|Sets scripted relationship.
|
|Relations
|-
 
|set_relation_potential_rival
|
|character
|character
|Sets scripted relationship.
|
|Relations
|-
 
|set_relation_rival
|
|character
|character
|Sets scripted relationship.
|
|Relations
|-
 
|set_relation_soldier_friend
|
|character
|character
|Sets scripted relationship.
|
|Relations
|-
 
|set_relation_soulmate
|
|character
|character
|Sets scripted relationship.
|
|Relations
|-
 
|set_relation_student
|
|character
|character
|Sets scripted relationship.
|
|Relations
|-
 
|set_relation_victim
|
|character
|character
|Sets scripted relationship.
|
|Relations
|-
 
|set_relation_ward
|
|character
|character
|Sets scripted relationship.
|
|Relations
|-
 
|set_sexuality
|
|character
|
|Sets the sexuality of the character
|
|Characters
|-
 
|set_to_lowborn
|
|character
|
|Set the character to lowborn.
|
|Characters
|-
 
|set_vassal_contract_modification_blocked
|
|character
|
|Blocks the vassal contract from being modified with regards to being checked by 'vassal_contract_is_blocked_from_modification'
|
|Vassalage
|-
 
|spawn_army
|
|character
|
|Spawns an army for this character. If the character is not at war, the regiments will be created, but the army will not be spawned.
|spawn_army = {<br>levies = int/script value # optional, number of men<br>men_at_arms = { # optional, multiple can be specified. Need either levies or MAA<br>type = key<br>men/stacks = int/script value<br>}<br>location = province<br>origin = province # optional, location used if not set. This is used for where to base bonuses and the like on<br>war = war # optional. If set, the stack will disband after the war ends<br>inheritable = yes/no # Default: yes<br>uses_supply = yes/no # Default: yes<br>army = army # optional. If set, the stack will merge into this army<br>save_scope_as/save_temporary_scope_as = new_army # optional way to get a reference to the new army. Note this might not be set if the army wasn't spawned (e.g. if the character is not at war)<br>name = description # gives the troops a specific name that shows up in interfaces<br>}
|Armies
|-
 
|start_default_task
|
|character
|
|Force the Councillor to revert to the default task. Any relevant percentage progress will be lost (even if the councillor was performing the default task already).
|
|Jobs
|-
 
|start_scheme
|
|character
|
|
|starts a scheme  = { type = X target = Y }
|Hooks and Schemes
|-
 
|start_war
|
|character
|
|Starts a war. X is a casus belli type, Y is the target character, Z i the (optional) claimant, W1, W2.... are targeted titles.
|start_war = { casus_belli/cb = X target = Y claimant = Z target_title = W1 target_title = W2 ... }
|Wars
|-
 
|stress_impact
|
|character
|
|Stress impact according to specified traits (trait = value), use base = value for a base value that's always added.
|stress_impact = { sadistic = medium_stress_impact_loss }<br>stress_impact = { compassionate = medium_stress_impact_gain }
|Characters
|-
 
|use_hook
|
|character
|character
|Uses a hook a character has (removes if weak, puts on cooldown if strong).
|use_hook = some_character
|Hooks and Schemes
|-
 
|vassal_contract_decrease_obligation_level
|
|character
|
|Decrease the obligation level of the scoped character's vassal contract.
|
|Vassalage
|-
 
|vassal_contract_increase_obligation_level
|
|character
|
|Increase the obligation level of the scoped character's vassal contract.
|
|Vassalage
|-
 
|vassal_contract_set_obligation_level
|
|character
|
|Change the obligation level of the scoped character's vassal contract.
|vassal_contract_set_obligation_level = { type = name level = 1 } # index to obligation level<br>vassal_contract_set_obligation_level = { type = name level = feudal_obligation_low }
|Vassalage
|-
 
|visit_court_of
|
|character
|character
|Add the scope character as the target character's guest.
|
|Characters
|-
 
|add_faction_discontent
|
|faction
|
|Adds (or subtracts) discontent to the scope faction.
|add_faction_discontent = X
|Factions
|-
 
|destroy_faction
|
|faction
|
|The scope faction is destroyed.
|destroy_faction = yes
|Factions
|-
 
|faction_remove_war
|
|faction
|
|Removes the war currently associated with the faction.
|faction_remove_war = yes
|Factions
|-
 
|faction_start_war
|
|faction
|
|The scope faction starts the war agains their target.
|faction_start_war = {<br>title = [optional]<br>}
|Factions
|-
 
|remove_special_character
|
|faction
|
|Removes the special character for the scope faction
|
|Factions
|-
 
|remove_special_title
|
|faction
|
|Removes the special character for the scope faction.
|
|Factions
|-
 
|set_special_character
|
|faction
|character
|Sets the special character for the scope faction.
|
|Factions
|-
 
|set_special_title
|
|faction
|landed title
|Sets the special title for the scope faction
|
|Factions
|-
 
|add_attacker
|
|war
|character
|Adds the target character to the scope war as an attacker.
|
|Wars
|-
 
|add_defender
|
|war
|character
|Adds the target character to the scope war as a defender.
|
|Wars
|-
 
|end_war
|
|war
|
|Ends the war with the specified winner.
|end_war = attacker/defender/white_peace
|Wars
|-
 
|remove_participant
|
|war
|character
|Removes the target character from the scope war.
|
|Wars
|-
 
|set_called_to
|
|war
|character
|Sets the target character as already called to the scope war.
|
|Wars
|-
 
|set_casus_belli
|
|war
|
|Sets the casus belli of the scope war.
|
|Wars
|-
 
|activate_holy_site
|
|faith
|
|Activate an inactive holy site.
|<faith_scope> = { activate_holy_site = <holy_site_name> }
|Faiths
|-
 
|add_doctrine
|
|faith
|doctrines
|Add doctrine to faith.
|<faith_scope> = { add_doctrine = <doctrine_name> }
|Faiths
|-
 
|change_fervor
|
|faith
|int
|Changes the fervor of the faith by the given value.
|change_fervor = script value
|Faiths
|-
 
|remove_doctrine
|
|faith
|doctrines
|Remove doctrine from faith.
|<faith_scope> = { remove_doctrine = <doctrine_name> }
|Faiths
|-
 
|remove_religious_head_title
|
|faith
|bool
|Removes the religious head title of the faith.
|remove_religious_head_title = yes
|Faiths
|-
 
|set_religious_head_title
|
|faith
|landed title
|Sets the religious head title of the faith to the given title.
|set_religious_head_title = scope
|Faiths
|-
 
|start_great_holy_war
|
|faith
|
|Starts a great holy war.
|start_great_holy_war = {<br>target_character = someone<br>target_title = some<br>titledelay = script value# Number of days until the war should<br>startwar = some war # Optional. Will make this a directed GHW instead of undirected, and tie it to this specific war<br>}
|Faiths
|-
 
|set_add_claim_on_loss
|
|title/vassal change
|
|If set, any title losses will result in claims being added to the previous holder.
|
|Titles
|-
 
|set_title_and_vassal_change_type
|
|title/vassal change
|conquest, conquest_holy_war, conquest_claim, conquest_populist, inheritance, abdication, destroyed, created, usurped, granted, revoked, election, independency, returned, leased_out, lease_revoked, faction_demand
|Sets the type of change.
|
|Titles
|-
 
|add_secret_participant
|
|secret
|character
|Adds an participant to the secret.
|
|Hooks and Schemes
|-
 
|disable_exposure_by
|
|secret
|character
|Forbids the target character from exposing the secret
|disable_exposure_by = target_character
|Hooks and Schemes
|-
|-
|}
|}
 
Title IDs can also be seen in their respective title lists:
* [[List of baronies]]
* [[List of counties]]
* [[List of duchies]]
* [[List of kingdoms]]
* [[List of empires]]
=== Finding title IDs based on in-game name ===
The title ID may not match the title's name in-game. For example, the player may have their game set to a language other than English or a title has a culture-specific name. Use the following steps to find a title ID purely on its in-game name:
* Navigate to the file located at <code>game\localization\LANGUAGE\titles_l_LANGUAGE.yml</code>, replacing <code>LANGUAGE</code> with your game language.
* Open the file with a text editor like Notepad++ and search for any instances of the in-game name using {{key press|CTRL}} + {{key press|F}}.
* If you managed to find a match:
** The line should look similar to <code> b_my_barony_name:0 "In-game name for barony"</code>.
** The title ID is the word before the <code>:0</code>, therefore being <code>b_my_barony_name</code> in this example.
* If you could not find a match:
** Close the file.
** In the same folder as the previous file, open the file <code>titles_cultural_names_l_LANGUAGE.yml</code>, replacing <code>LANGUAGE</code> appropriately.
** Repeat your search for the title's in-game name in this file.
** When you find a match, it should look like so: <code> cn_lunden:0 "Lunden"</code>.
** Remember/copy the word before the <code>:0</code> (in this example, <code>cn_lunden</code>); this is a ''cultural name key'' of the title.
** Close the file.
** Navigate to the file <code>game\common\landed_titles\00_landed_titles.txt</code> and open it with your text editor.
** Perform a search for the ''cultural name key'' you found in the previous file (e.g., <code>cn_lunden</code>).
** The search query should land within a block named <code>cultural_names</code> enclosed by curly brackets (<code>{</code>, <code>}</code>).
** Read the lines above until you reach another start of a block (denoted by <code>b_london = {</code>). Ignore any blocks like <code>color = {</code> or <code>color2 ={</code>.
** The word in place of <code>b_london</code> is your title ID.
{{Modding navbox}}
{{Modding navbox}}
[[Category:模组制作]]
[[Category: 模组制作]]
[[en:Console commands]]
[[en:Console commands]]

2020年9月10日 (四) 01:43的版本

This page lists the codes which may be input into the Console Window, a special debugging window which may be accessed on non-ironman games while in debug mode by pressing Shift+2, ALT+2+1, Shift+3,§, ~, ^, °, ², or ` (key varies based on keyboard layout). For a QWERTY keyboard, the key is `. Else, try pressing Shift + Alt + C if none of the above worked. Press the up or down arrow keys to traverse through previously executed commands. Many codes can be turned off by repeating the command, but sometimes reloading the save or exiting the game is necessary.

Character IDs can be seen by hovering the cursor over a character with debug mode enabled.

Debug mode

Debug mode is a set of tools within the game that are typically hidden from the user. They allow the user to modify game behavior outside normal means. Debug mode contains the following tools:

  • Console Window (user can input console commands)
  • Debug Menus (including the Portrait Editor, GUI Editor, Tweak Menu and others)
  • Debug Info (shows hidden values on characters, events and interactions)
  • Debug Interactions (user can instantly change opinion, imprison and more)

Enabling debug mode

Debug mode must be enabled upon launching the game. It can also be disabled within the Console Window.

Steam

To start the game in debug mode, within Steam, right-click to set the game's Properties, then under the General tab, click the Set Launch Options... button. Add -debug_mode to the launch options. You will have to restart the game.

Without Steam

Alternatively, without using Steam, you can start the game in debug mode by going to your main CK3 installation folder and creating a shortcut by right-clicking on the main CK3 application and selecting Create shortcut. Right-click the new shortcut and select properties. In the Shortcut tab where it says Target add -debug_mode to the very end of the field and hit apply. This will enable debug mode when launching the game using that shortcut.

Xbox game pass

For the Xbox gamepass edition/windows 10 store edtion, it is a little more complicated you cannot create a normal shortcut for it instead you are going to need to run in command prompt this command everytime:

start shell:AppsFolder\ParadoxInteractive.ProjectTitus_zfnrdv2de78ny!App -debug_mode

Alternatively, you can create a batch file on your desktop and paste in that code to run it. To create a simple batch file on Windows 10, use these steps:

  • Open Start.
  • Search for Notepad, and click the top result to start the app.
  • Paste in the above code provided.
  • Click the File menu.
  • Select the Save As option or ^Ctrl + ⇧Shift + S.
  • Type a name for the script for example, "ck3debug.bat". Whatever you call it it must end in .bat
  • Select Desktop for location.
  • Click save and your done!

Cheats

Cheats are console commands that can be used to give unfair advantages as opposed to sole testing purposes. They are different from scripted commands.

Command Effect Parameters Example
age Adds [amount] of age to [character id], if no character is specified then the player character. Negative values lower it. [amount] [character id] age 20
add_claim Adds a pressed claim on [ title id ] to [character id], if no character is specified then the player character. [ title id ] [character id] add_claim e_hre
add_doctrine Adds [doctrine id] to [faith id], if no faith is specified then the player character's faith. Pressing tab reveals all doctrine IDs. [doctrine id] [faith id] add_doctrine doctrine_pluralism_fundamentalist catholic
add_dread Adds [amount] of dread to [character id], if no character is specified then the player character. Negative values lower it. [amount] [character id] add_dread 100
add_maa Adds [regiment id] of of men-at-arms to [character id], if no character is specified then the player character. Pressing tab reveals all regiment IDs. [regiment id] [character id] add_maa bowmen
add_perk Adds [perk id] to [character id], if no character is specified then the player character. Pressing tab reveals all perk IDs. [perk id] [character id] add_perk thoughtful_perk
add_piety Adds [amount] of piety to the player character. Negative values lower it. Default 1000. [amount] add_piety 9000
add_prestige Adds [amount] of prestige to the player character. Negative values lower it. Default 1000. [amount] add_prestige 16000
add_realm_law Passes [law id] to the realm of [character id], if no character is specified then the player character's realm. Pressing tab reveals all law IDs. [law id] [character id] add_realm_law crown_authority_3
add_realm_law_skip_effects Adds [law id] to the realm of [character id], if no character is specified then the player character's realm. Pressing tab reveals all law IDs. [law id] [character id] add_realm_law_skip_effects crown_authority_3
add_relation Adds [relation id] between [character id] and [character id], if only one character is specified then between the player character and them. [relation id] [character id] add_relation friend 1234
add_secret Adds [secret id] to the player character. Pressing tab reveals all secret IDs. [secret id] add_secret secret_witch
add_stress Adds [amount] of stress to [character id], if no character is specified then the player character. Negative values lower it. [amount] [character id] add_stress 50
add_title_law Adds [succession law id] to [title id]. [title id] [law id] add_title_law e_hre feudal_elective_succession_law
add_trait Adds [ trait id ] to [character id], if no character is specified then the player character. [ trait id ] [character id] add_trait witch
add_lifestyle_xp_all Adds [amount] of experience to all lifestyles of [character id], if no character is specified then the player character. Default 1000. [amount] [character id] add_lifestyle_xp_all 2000
add_diplomacy_lifestyle_xp Adds [amount] of diplomacy lifestyle experience to [character id], if no character is specified then the player character. Default 1000. [amount] [character id] add_diplomacy_lifestyle_xp 2000
add_martial_lifestyle_xp Adds [amount] of martial lifestyle experience to [character id], if no character is specified then the player character. Default 1000. [amount] [character id] add_martial_lifestyle_xp 2000
add_stewardship_lifestyle_xp Adds [amount] of stewardship lifestyle experience to [character id], if no character is specified then the player character. Default 1000. [amount] [character id] add_stewardship_lifestyle_xp 2000
add_intrigue_lifestyle_xp Adds [amount] of intrigue lifestyle experience to [character id], if no character is specified then the player character. Default 1000. [amount] [character id] add_intrigue_lifestyle_xp 2000
add_learning_lifestyle_xp Adds [amount] of learning lifestyle experience to [character id], if no character is specified then the player character. Default 1000. [amount] [character id] add_learning_lifestyle_xp 2000
change_culture Changes the culture of [county id] to [culture id]. [county id] [culture id] change_culture 496 swedish
change_development_level Adds [amount] of development to [county id], if no county is specified then the player character's capital. Negative values lower it. [amount] [county id] change_development_level 100 496
change_fervor Adds [amount] of fervor to [faith id], if no faith is specified then the player character's faith. Negative values lower it. Default 10. [amount] [faith id] change_fervor 100 catholic
change_diplomacy Adds [amount] of diplomacy skill to [character id], if no character is specified then the player character. Negative values lower it. [amount] [character id] change_diplomacy 16
change_martial Adds [amount] of martial skill to [character id], if no character is specified then the player character. Negative values lower it. [amount] [character id] change_martial 16
change_stewardship Adds [amount] of stewardship skill to [character id], if no character is specified then the player character. Negative values lower it. [amount] [character id] change_stewardship 16
change_intrigue Adds [amount] of intrigue skill to [character id], if no character is specified then the player character. Negative values lower it. [amount] [character id] change_intrigue 16
change_learning Adds [amount] of learning skill to [character id], if no character is specified then the player character. Negative values lower it. [amount] [character id] change_learning 16
change_prowess Adds [amount] of prowess skill to [character id], if no character is specified then the player character. Negative values lower it. [amount] [character id] change_prowess 16
clear_character_modifiers Removes all character modifiers from [character id], if no character is specified then the player character. [character id] clear_character_modifiers
clear_title_laws Removes all title succession laws from [title id]. [title id] clear_title_laws e_hre
clear_traits Removes all traits from [character id], if no character is specified then the player character. [character id] clear_traits
discover_all_eras Discovers all innovations for the culture of [character id], if no character is specified then the player character's. [character id] discover_all_eras
discover_era Discovers [era id] and all its innovations for the player character's culture. Pressing tab reveals all era IDs. Default current era. [era id] discover_era culture_era_early_medieval
discover_fascination Discovers the current fascination for the culture of [character id], if no character is specified then the player character's. [character id] discover_fascination
discover_innovation Discovers [innovation id] for the culture of [character id], if no character is specified then the player character's. Pressing tab reveals all innovation IDs. [innovation id] [character id] discover_innovation innovation_motte
dynasty_prestige Adds [amount] of renown to [dynasty id], if no dynasty is specified then the player character's dynasty. Negative values lower it. Default 1000. [amount] [dynasty id] dynasty_prestige 100000
end_schemes All schemes targeting the player character are abandoned. None end_schemes
event Triggers [event id]. [event id] event lifestyle_nicknames.0001
gain_all_dynasty_perks Buys all dynasty legacies for the dynasty of [character id], if no character is specified then the player character's. [character id] gain_all_dynasty_perks
gain_all_perks Gives all lifestyle perks to [character id], if no character is specified then the player character. [character id] gain_all_perks
give_title Gives [title id] to [character id], if no character is specified then the player character. [title id] [character id] give_title e_hre
gold Adds [amount] of gold to the player character. Negative values lower it. Default 1000. [amount] add_gold 500
instabuild Holdings and buildings in the player character's domain are finished in a day. Entering it again disables it. None instabuild
instant_birth Pregnancies last a day. Entering it again disables it. None instant_birth
join_era Enters [era id] for the culture of [character id], if no character is specified then the player character's. Pressing tab reveals all era IDs. [era id] join_era culture_era_high_medieval
kill Kills [character id], if no character is specified then the player character. [character id] kill
know_schemes Discovers all schemes targeting the player character. None know_schemes
merge_culture Changes the culture of all counties of [culture id] to [culture id]. [culture id] [culture id] merge_culture greek swedish
pregnancy Impregnates female [character id] with father [character id], if no character is specified then an unknown father. [character id] [character id] pregnancy 1234
remove_doctrine Removes [doctrine id] from [faith id], if no faith is specified then the player character's faith. Pressing tab reveals all doctrine IDs. [doctrine id] [faith id] remove_doctrine doctrine_pluralism_righteous catholic
remove_nick Removes the current nickname from [character id], if no character is specified then the player character. [character id] remove_nick
remove_relation Removes [relation id] between [character id] and [character id], if only one character is specified then between the player character and them. [relation id] [character id] remove_relation friend 1234
remove_trait Removes [trait id] from [character id], if no character is specified then the player character. Pressing tab reveals all trait IDs. [trait id] [character id] remove_trait witch
set_culture Changes the culture to [culture id] for [character id], if no character is specified then the player character. Pressing tab reveals all culture IDs. [culture id] [character id] set_culture swedish
set_dread Sets the dread to [amount] for [character id], if no character is specified then the player character. [amount] [character id] set_dread 100
set_faith Changes the faith to [faith id] for [character id], if no character is specified then the player character. Pressing tab reveals all faith IDs. [faith id] [character id] set_faith catholic
set_focus Sets the focus to [focus id] for [character id], if no character is specified then the player character. [focus id] [character id] set_focus diplomacy_majesty_focus
set_nick Gives [nickname id] to [character id], if no character is specified then the player character. [nickname id] [character id] set_nick nick_the_lazy
set_sexuality Changes the sexual orientation to [sexuality id] for [character id], if no character is specified then the player character. [sexuality id] [character id] set_sexuality bisexual
set_stress Sets the stress to [amount] for [character id], if no character is specified then the player character. [amount] [character id] set_stress 0
set_diplomacy Sets the diplomacy skill to [amount] for [character id], if no character is specified then the player character. [amount] [character id] set_diplomacy 16
set_martial Sets the martial skill to [amount] for [character id], if no character is specified then the player character. [amount] [character id] set_martial 16
set_stewardship Sets the stewardship skill to [amount] for [character id], if no character is specified then the player character. [amount] [character id] set_stewardship 16
set_intrigue Sets the intrigue skill to [amount] for [character id], if no character is specified then the player character. [amount] [character id] set_intrigue 16
set_learning Sets the learning skill to [amount] for [character id], if no character is specified then the player character. [amount] [character id] set_learning 16
set_prowess Sets the prowess skill to [amount] for [character id], if no character is specified then the player character. [amount] [character id] set_prowess 16
yesmen AI characters accept all proposals. Entering it again disables it. None yesmen

Testing commands

Testing commands are used for developer, beta tester or modder testing.

Command Effect Parameters Example
clear Clears console history. None clear
effect Executes a scripted effect. [effect script] effect test
faction_spawn Spawns [faction type] if there are valid counties or courtiers to create it. [faction type] faction_spawn peasant_faction
generate_cadet_coa Generates a new coat of arms for the player character's house. None generate_cadet_coa
help Prints the description of [command], if empty lists all console commands. [command] help help
instamove Armies move one barony per day. (Affects AI as well as the player) None instamove
map_editor Opens the map editor. None map_editor
nomen AI characters refuse all proposals. Entering it again disables it. None nomen
observe Enters observer mode. None observe
play Switches character to [character id]. [character id] play 1234
portrait_editor Opens the portrait editor. None portrait_editor
run Executes the commands in [file name]. The txt file must be placed in Documents/Paradox Interactive/Crusader Kings III/run. None run test.txt
set_is_ai Allows the AI to control [character id]. [character id] set_is_ai 1234
set_is_player Disallows the AI to control [character id]. [character id] set_is_player 1234

Trait IDs

主条目:Traits All traits have an ID that is referenced internally by the game. They can be found in game\common\traits\00_traits.txt. A trait's ID typically matches its name. To get a trait's ID from its name, perform the following steps:

  • If a trait displays two names in-game, use the one in brackets
  • Replace spaces ( ) and dashes (-) with underscores (_)
  • Remove all apostrophes (')
  • Turn all upper case letters into lower case (A...Z->a...z)

Traits that do not follow this pattern have been listed below for reference.

Trait ID
Trait education diplomacy 1.png Naive Appeaser education_diplomacy_1
Trait education diplomacy 2.png Adequate Bargainer education_diplomacy_2
Trait education diplomacy 3.png Charismatic Negotiator education_diplomacy_3
Trait education diplomacy 4.png Grey Eminence education_diplomacy_4
Trait education martial 1.png Misguided Warrior education_martial_1
Trait education martial 2.png Tough Soldier education_martial_2
Trait education martial 3.png Skilled Tactician education_martial_3
Trait education martial 4.png Brilliant Strategist education_martial_4
Trait education stewardship 1.png Indulgent Wastrel education_stewardship_1
Trait education stewardship 2.png Thrifty Clerk education_stewardship_2
Trait education stewardship 3.png Fortune Builder education_stewardship_3
Trait education stewardship 4.png Midas Touched education_stewardship_4
Trait education intrigue 1.png Amateurish Plotter education_intrigue_1
Trait education intrigue 2.png Flamboyant Trickster education_intrigue_2
Trait education intrigue 3.png Intricate Webweaver education_intrigue_3
Trait education intrigue 4.png Elusive Shadow education_intrigue_4
Trait education learning 1.png Conscientious Scribe education_learning_1
Trait education learning 2.png Insightful Thinker education_learning_2
Trait education learning 3.png Astute Intellectual education_learning_3
Trait education learning 4.png Mastermind Philosopher education_learning_4
Trait education martial prowess 1.png Bumbling Squire education_martial_prowess_1
Trait education martial prowess 2.png Confident Knight education_martial_prowess_2
Trait education martial prowess 3.png Formidable Banneret education_martial_prowess_3
Trait education martial prowess 4.png Famous Champion education_martial_prowess_4
Trait ID
Trait beauty bad 1.png Homely beauty_bad_1
Trait beauty bad 2.png Ugly beauty_bad_2
Trait beauty bad 3.png Hideous beauty_bad_3
Trait beauty good 1.png Comely beauty_good_1
Trait beauty good 2.png Handsome / Pretty beauty_good_2
Trait beauty good 3.png Beautiful beauty_good_3
Trait intellect bad 1.png Slow intellect_bad_1
Trait intellect bad 2.png Stupid intellect_bad_2
Trait intellect bad 3.png Imbecile intellect_bad_3
Trait intellect good 1.png Quick intellect_good_1
Trait intellect good 2.png Intelligent intellect_good_2
Trait intellect good 3.png Genius intellect_good_3
Trait physique bad 1.png Delicate physique_bad_1
Trait physique bad 2.png Frail physique_bad_2
Trait physique bad 3.png Feeble physique_bad_3
Trait physique good 1.png Hale physique_good_1
Trait physique good 2.png Robust physique_good_2
Trait physique good 3.png Amazonian / Herculean physique_good_3
Trait ID
Trait blademaster 1.png Aspiring Blademaster blademaster_1
Trait blademaster 2.png Blademaster blademaster_2
Trait blademaster 3.png Legendary Blademaster blademaster_3
Trait hunter 1.png Novice Hunter hunter_1
Trait hunter 2.png Hunter hunter_2
Trait hunter 3.png Master Hunter hunter_3
Trait mystic 1.png Wise Man / Wise Woman mystic_1
Trait mystic 2.png Mystic mystic_2
Trait mystic 3.png Miracle Worker mystic_3
Trait reveler 1.png Eager Reveler reveler_1
Trait reveler 2.png Famous Reveler reveler_2
Trait reveler 3.png Legendary Reveler reveler_3
Trait physician 1.png Novice Physician physician_1
Trait physician 2.png Physician physician_2
Trait physician 3.png Renowned Physician physician_3
Trait ID
Trait depressed.png Melancholic depressed_1 / depressed_genetic
Trait lunatic.png Lunatic lunatic_1 / lunatic_genetic
Trait possessed.png Possessed possssed_1 / possessed_genetic
Trait family first.png Patriarch / Matriarch family_first
Trait infertile.png Sterile / Barren infertile
Trait devoted.png Monk / Nun devoted
Trait crusader.png Crusader
Trait mujahid.png Mujahid
Trait faith warrior.png Warrior of the Faith
faith_warrior
Trait crusader king.png Holy Monarch crusader_king
Trait pneumonic.png Pneumonia pneumonic
Trait wounded 1.png Wounded wounded_1
Trait wounded 2.png Severely Injured wounded_2
Trait wounded 3.png Brutally Mauled wounded_3
Trait clubfooted.png Club-footed clubfooted
Trait paragon.png The Savior savior
Trait blood of prophet.png Blood of the Prophet (unused) blood_of_prophet
Trait kinslayer 1.png Dynastic Kinslayer kinslayer_1
Trait kinslayer 2.png Familial Kinslayer kinslayer_2
Trait kinslayer 3.png Kinslayer kinslayer_3
Trait viking.png Raider / Viking viking
Trait lovers pox.png / Trait great pox.png Early Great Pox (mimics Lover's Pox) early_great_pox

Title IDs

主条目:Titles All titles have an internal title ID that can be found in game\common\landed_titles\00_landed_titles.txt. Title IDs have a prefix based on their rank, followed by an underscore (_) and then their name.

Rank Prefix Example
 Barony b_ Wigmore -> b_wigmore
 County c_ Sundgau -> c_sundgau
 Duchy d_ Sicily -> d_sicily
 Kingdom k_ Denmark -> k_denmark
 Empire e_ Persia -> e_persia

Title IDs can also be seen in their respective title lists:

Finding title IDs based on in-game name

The title ID may not match the title's name in-game. For example, the player may have their game set to a language other than English or a title has a culture-specific name. Use the following steps to find a title ID purely on its in-game name:

  • Navigate to the file located at game\localization\LANGUAGE\titles_l_LANGUAGE.yml, replacing LANGUAGE with your game language.
  • Open the file with a text editor like Notepad++ and search for any instances of the in-game name using ^Ctrl + F.
  • If you managed to find a match:
    • The line should look similar to b_my_barony_name:0 "In-game name for barony".
    • The title ID is the word before the :0, therefore being b_my_barony_name in this example.
  • If you could not find a match:
    • Close the file.
    • In the same folder as the previous file, open the file titles_cultural_names_l_LANGUAGE.yml, replacing LANGUAGE appropriately.
    • Repeat your search for the title's in-game name in this file.
    • When you find a match, it should look like so: cn_lunden:0 "Lunden".
    • Remember/copy the word before the :0 (in this example, cn_lunden); this is a cultural name key of the title.
    • Close the file.
    • Navigate to the file game\common\landed_titles\00_landed_titles.txt and open it with your text editor.
    • Perform a search for the cultural name key you found in the previous file (e.g., cn_lunden).
    • The search query should land within a block named cultural_names enclosed by curly brackets ({, }).
    • Read the lines above until you reach another start of a block (denoted by b_london = {). Ignore any blocks like color = { or color2 ={.
    • The word in place of b_london is your title ID.