Effects

咯咯炀讨论 | 贡献2020年9月14日 (一) 19:29的版本

Effects are used in order to affect the game dynamically from within scopes.

List of Effects

Note that this list has been generated programmatically from the output of the "script_docs" console command. Using script_docs, effects supported from multiple scopes are given as being supported from "none" scope only, but this is probably not the case.

Name Description Usage Supported Scopes Supported Targets
add_dynasty_modifier Add a modifier to a dynasty add_dynasty_modifier = name

add_dynasty_modifier = { modifier = name days/weeks/months/years = int }

dynasty
add_dynasty_perk Adds dynasty perk add_dynasty_perk = key dynasty
add_dynasty_prestige adds dynasty prestige Unspecified dynasty
add_dynasty_prestige_level adds dynasty prestige levels Unspecified dynasty
every_dynasty_member Iterate through all dynasty members every_dynasty_member = { limit = { <triggers> } <effects> } dynasty character
ordered_dynasty_member Iterate through all dynasty members ordered_dynasty_member = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

dynasty character
random_dynasty_member Iterate through all dynasty members random_dynasty_member = { limit = { <triggers> } (optional) weight = { mtth } <effects> } dynasty character
remove_all_dynasty_modifier_instances Remove all instances of a modifier from a dynasty remove_all_dynasty_modifier_instances = name dynasty
remove_dynasty_modifier Remove a modifier from a dynasty remove_dynasty_modifier = name dynasty
add_house_modifier Add a modifier to a house add_house_modifier = name

add_house_modifier = { modifier = name days/weeks/months/years = int }

dynasty house
every_house_member Iterate through all house members every_house_member = { limit = { <triggers> } <effects> } dynasty house character
ordered_house_member Iterate through all house members ordered_house_member = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

dynasty house character
random_house_member Iterate through all house members random_house_member = { limit = { <triggers> } (optional) weight = { mtth } <effects> } dynasty house character
remove_all_house_modifier_instances Remove all instances of a modifier from a house remove_all_house_modifier_instances = name dynasty house
remove_house_modifier Remove a modifier from a house remove_house_modifier = name dynasty house
every_faith Iterate through all faiths within a religion every_faith = { limit = { <triggers> } <effects> } religion faith
ordered_faith Iterate through all faiths within a religion ordered_faith = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

religion faith
random_faith Iterate through all faiths within a religion random_faith = { limit = { <triggers> } (optional) weight = { mtth } <effects> } religion faith
add_scheme_modifier adds the specified scheme modifier, add_scheme_modifier = { type = X days = Y } (days are optional, the modifier will expire in Y days if specified) Unspecified scheme
add_scheme_progress Add progress to the scope scheme. (progress is in 0.0 - 100.0 range) Unspecified scheme
end_scheme Ends a specific scheme and removes it without any other effect Unspecified scheme
every_scheme_agent Iterate through all agents in the scheme every_scheme_agent = { limit = { <triggers> } <effects> } scheme character
expose_scheme Exposes the scheme to the defender Unspecified scheme
expose_scheme_agent Exposes the target character as an agent of the current scheme Unspecified scheme character
ordered_scheme_agent Iterate through all agents in the scheme ordered_scheme_agent = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

scheme character
random_scheme_agent Iterate through all agents in the scheme random_scheme_agent = { limit = { <triggers> } (optional) weight = { mtth } <effects> } scheme character
remove_scheme_modifier removes the specified scheme modifier Unspecified scheme
scheme_freeze_days scheme_freeze_days = X freezes the scheme for X days (0 unfreezes the scheme) Unspecified scheme
add_county_modifier Add a modifier to a county add_county_modifier = name

add_county_modifier = { modifier = name days/weeks/months/years = int }

landed title
change_county_control 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. Unspecified landed title
change_de_jure_drift_progress 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> } } Unspecified landed title
change_development_level 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. Unspecified landed title
change_development_progress 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. Unspecified landed title
change_development_progress_with_overflow 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 Unspecified landed title
clear_title_laws remove all title laws from the scoped title. DOES NOT apply law removal costs and effects. clear_title_laws = yes landed title
clear_title_laws_effects remove all title laws from the scoped title. DOES apply law removal costs and effects. clear_title_laws_effects = yes landed title
copy_title_history Copy title history from another title copy_title_history = source_title landed title landed title
every_claimant Iterate through all claimants to title. parameters: explicit = yes/no/all - default yes every_claimant = { limit = { <triggers> } <effects> } landed title character
every_connected_county Iterate through all counties connected to this one. Is based on top liege every_connected_county = {

max_naval_distance = 500 allow_one_county_land_gap = yes every_connected_county = { limit = { <triggers> } <effects> }

landed title landed title
every_county_province Iterate through all provinces in a county every_county_province = { limit = { <triggers> } <effects> } landed title province
every_de_jure_county_holder Iterate through all characters directly holding counties within this dejure title every_de_jure_county_holder = { limit = { <triggers> } <effects> } landed title character
every_de_jure_top_liege Iterate through all top lieges of the counts within this dejure title every_de_jure_top_liege = { limit = { <triggers> } <effects> } landed title character
every_dejure_vassal_title_holder Iterate through all the vassal holders of the title every_dejure_vassal_title_holder = { limit = { <triggers> } <effects> } landed title character
every_election_candidate Iterate through all characters who are valid candidates in an election for a title every_election_candidate = { limit = { <triggers> } <effects> } landed title character
every_elector Iterate through all characters who are valid electors in an election for a title every_elector = { limit = { <triggers> } <effects> } landed title character
every_in_de_facto_hierarchy Iterate through the title itself, all de facto vassals, and below. The continue trigger specifies whether to recursively iterate through the vassal's vassal

This is unrelated to the limit; if the limit is met it is added to the list, but its vassals will get checked even if the limit isn't met as long as the 'continue' trigger is ..._de_jure_vassal_and_below = { continue = { conditions } }

every_in_de_facto_hierarchy = { limit = { <triggers> } <effects> } landed title landed title
every_in_de_jure_hierarchy Iterate through the title itself, all de jure vassals, and below. The continue trigger specifies whether to recursively iterate through the vassal's vassal

This is unrelated to the limit; if the limit is met it is added to the list, but its vassals will get checked even if the limit isn't met as long as the 'continue' trigger is ..._de_jure_vassal_and_below = { continue = { conditions } }

every_in_de_jure_hierarchy = { limit = { <triggers> } <effects> } landed title landed title
every_neighboring_county Iterate through all neighboring counties. Can only be used in county scope every_neighboring_county = { limit = { <triggers> } <effects> } landed title landed title
every_this_title_or_de_jure_above Iterate through this title and all its dejure liege titles every_this_title_or_de_jure_above = { limit = { <triggers> } <effects> } landed title landed title
every_title_heir Line of succession for the scoped title every_title_heir = { limit = { <triggers> } <effects> } landed title character
every_title_joined_faction Iterate through all factions joined the scope landed title every_title_joined_faction = { limit = { <triggers> } <effects> } landed title faction
every_title_to_title_neighboring_and_across_water_barony Scopes from a title to a neighboring barony (incl. across water, looking trough the de Jure lieges) every_title_to_title_neighboring_and_across_water_barony = { limit = { <triggers> } <effects> } landed title landed title
every_title_to_title_neighboring_and_across_water_county Scopes from a title to a neighboring county (incl. across water, looking trough the de Jure lieges) every_title_to_title_neighboring_and_across_water_county = { limit = { <triggers> } <effects> } landed title landed title
every_title_to_title_neighboring_and_across_water_duchy Scopes from a title to a neighboring duchy (incl. across water, looking trough the de Jure lieges) every_title_to_title_neighboring_and_across_water_duchy = { limit = { <triggers> } <effects> } landed title landed title
every_title_to_title_neighboring_and_across_water_empire Scopes from a title to a neighboring empire (incl. across water, looking trough the de Jure lieges) every_title_to_title_neighboring_and_across_water_empire = { limit = { <triggers> } <effects> } landed title landed title
every_title_to_title_neighboring_and_across_water_kingdom Scopes from a title to a neighboring kingdom (incl. across water, looking trough the de Jure lieges) every_title_to_title_neighboring_and_across_water_kingdom = { limit = { <triggers> } <effects> } landed title landed title
every_title_to_title_neighboring_barony Scopes from a title to a neighboring barony (looking trough the de Jure lieges) every_title_to_title_neighboring_barony = { limit = { <triggers> } <effects> } landed title landed title
every_title_to_title_neighboring_county Scopes from a title to a neighboring county (looking trough the de Jure lieges) every_title_to_title_neighboring_county = { limit = { <triggers> } <effects> } landed title landed title
every_title_to_title_neighboring_duchy Scopes from a title to a neighboring duchy (looking trough the de Jure lieges) every_title_to_title_neighboring_duchy = { limit = { <triggers> } <effects> } landed title landed title
every_title_to_title_neighboring_empire Scopes from a title to a neighboring empire (looking trough the de Jure lieges) every_title_to_title_neighboring_empire = { limit = { <triggers> } <effects> } landed title landed title
every_title_to_title_neighboring_kingdom Scopes from a title to a neighboring kingdom (looking trough the de Jure lieges) every_title_to_title_neighboring_kingdom = { limit = { <triggers> } <effects> } landed title landed title
lease_out_to Lease out the scoped title lease_out_to = scope:a_holy_order landed title
ordered_claimant Iterate through all claimants to title. parameters: explicit = yes/no/all - default yes ordered_claimant = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

landed title character
ordered_connected_county Iterate through all counties connected to this one. Is based on top liege ordered_connected_county = {

max_naval_distance = 500 allow_one_county_land_gap = yes } ordered_connected_county = { limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

landed title landed title
ordered_county_province Iterate through all provinces in a county ordered_county_province = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

landed title province
ordered_de_jure_county_holder Iterate through all characters directly holding counties within this dejure title ordered_de_jure_county_holder = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

landed title character
ordered_de_jure_top_liege Iterate through all top lieges of the counts within this dejure title ordered_de_jure_top_liege = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

landed title character
ordered_dejure_vassal_title_holder Iterate through all the vassal holders of the title ordered_dejure_vassal_title_holder = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

landed title character
ordered_election_candidate Iterate through all characters who are valid candidates in an election for a title ordered_election_candidate = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

landed title character
ordered_elector Iterate through all characters who are valid electors in an election for a title ordered_elector = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

landed title character
ordered_in_de_facto_hierarchy Iterate through the title itself, all de facto vassals, and below. The continue trigger specifies whether to recursively iterate through the vassal's vassal

This is unrelated to the limit; if the limit is met it is added to the list, but its vassals will get checked even if the limit isn't met as long as the 'continue' trigger is ..._de_jure_vassal_and_below = { continue = { conditions } }

ordered_in_de_facto_hierarchy = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

landed title landed title
ordered_in_de_jure_hierarchy Iterate through the title itself, all de jure vassals, and below. The continue trigger specifies whether to recursively iterate through the vassal's vassal

This is unrelated to the limit; if the limit is met it is added to the list, but its vassals will get checked even if the limit isn't met as long as the 'continue' trigger is ..._de_jure_vassal_and_below = { continue = { conditions } }

ordered_in_de_jure_hierarchy = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

landed title landed title
ordered_neighboring_county Iterate through all neighboring counties. Can only be used in county scope ordered_neighboring_county = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

landed title landed title
ordered_this_title_or_de_jure_above Iterate through this title and all its dejure liege titles ordered_this_title_or_de_jure_above = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

landed title landed title
ordered_title_heir Line of succession for the scoped title ordered_title_heir = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

landed title character
ordered_title_joined_faction Iterate through all factions joined the scope landed title ordered_title_joined_faction = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

landed title faction
ordered_title_to_title_neighboring_and_across_water_barony Scopes from a title to a neighboring barony (incl. across water, looking trough the de Jure lieges) ordered_title_to_title_neighboring_and_across_water_barony = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

landed title landed title
ordered_title_to_title_neighboring_and_across_water_county Scopes from a title to a neighboring county (incl. across water, looking trough the de Jure lieges) ordered_title_to_title_neighboring_and_across_water_county = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

landed title landed title
ordered_title_to_title_neighboring_and_across_water_duchy Scopes from a title to a neighboring duchy (incl. across water, looking trough the de Jure lieges) ordered_title_to_title_neighboring_and_across_water_duchy = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

landed title landed title
ordered_title_to_title_neighboring_and_across_water_empire Scopes from a title to a neighboring empire (incl. across water, looking trough the de Jure lieges) ordered_title_to_title_neighboring_and_across_water_empire = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

landed title landed title
ordered_title_to_title_neighboring_and_across_water_kingdom Scopes from a title to a neighboring kingdom (incl. across water, looking trough the de Jure lieges) ordered_title_to_title_neighboring_and_across_water_kingdom = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

landed title landed title
ordered_title_to_title_neighboring_barony Scopes from a title to a neighboring barony (looking trough the de Jure lieges) ordered_title_to_title_neighboring_barony = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

landed title landed title
ordered_title_to_title_neighboring_county Scopes from a title to a neighboring county (looking trough the de Jure lieges) ordered_title_to_title_neighboring_county = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

landed title landed title
ordered_title_to_title_neighboring_duchy Scopes from a title to a neighboring duchy (looking trough the de Jure lieges) ordered_title_to_title_neighboring_duchy = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

landed title landed title
ordered_title_to_title_neighboring_empire Scopes from a title to a neighboring empire (looking trough the de Jure lieges) ordered_title_to_title_neighboring_empire = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

landed title landed title
ordered_title_to_title_neighboring_kingdom Scopes from a title to a neighboring kingdom (looking trough the de Jure lieges) ordered_title_to_title_neighboring_kingdom = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

landed title landed title
random_claimant Iterate through all claimants to title. parameters: explicit = yes/no/all - default yes random_claimant = { limit = { <triggers> } (optional) weight = { mtth } <effects> } landed title character
random_connected_county Iterate through all counties connected to this one. Is based on top liege

random_connected_county = { max_naval_distance = 500 allow_one_county_land_gap = yes }

random_connected_county = { limit = { <triggers> } (optional) weight = { mtth } <effects> } landed title landed title
random_county_province Iterate through all provinces in a county random_county_province = { limit = { <triggers> } (optional) weight = { mtth } <effects> } landed title province
random_de_jure_county_holder Iterate through all characters directly holding counties within this dejure title random_de_jure_county_holder = { limit = { <triggers> } (optional) weight = { mtth } <effects> } landed title character
random_de_jure_top_liege Iterate through all top lieges of the counts within this dejure title random_de_jure_top_liege = { limit = { <triggers> } (optional) weight = { mtth } <effects> } landed title character
random_dejure_vassal_title_holder Iterate through all the vassal holders of the title random_dejure_vassal_title_holder = { limit = { <triggers> } (optional) weight = { mtth } <effects> } landed title character
random_election_candidate Iterate through all characters who are valid candidates in an election for a title random_election_candidate = { limit = { <triggers> } (optional) weight = { mtth } <effects> } landed title character
random_elector Iterate through all characters who are valid electors in an election for a title random_elector = { limit = { <triggers> } (optional) weight = { mtth } <effects> } landed title character
random_in_de_facto_hierarchy Iterate through the title itself, all de facto vassals, and below. The continue trigger specifies whether to recursively iterate through the vassal's vassal

This is unrelated to the limit; if the limit is met it is added to the list, but its vassals will get checked even if the limit isn't met as long as the 'continue' trigger is ..._de_jure_vassal_and_below = { continue = { conditions } }

random_in_de_facto_hierarchy = { limit = { <triggers> } (optional) weight = { mtth } <effects> } landed title landed title
random_in_de_jure_hierarchy Iterate through the title itself, all de jure vassals, and below. The continue trigger specifies whether to recursively iterate through the vassal's vassal

This is unrelated to the limit; if the limit is met it is added to the list, but its vassals will get checked even if the limit isn't met as long as the 'continue' trigger is ..._de_jure_vassal_and_below = { continue = { conditions } }

random_in_de_jure_hierarchy = { limit = { <triggers> } (optional) weight = { mtth } <effects> } landed title landed title
random_neighboring_county Iterate through all neighboring counties. Can only be used in county scope random_neighboring_county = { limit = { <triggers> } (optional) weight = { mtth } <effects> } landed title landed title
random_this_title_or_de_jure_above Iterate through this title and all its dejure liege titles random_this_title_or_de_jure_above = { limit = { <triggers> } (optional) weight = { mtth } <effects> } landed title landed title
random_title_heir Line of succession for the scoped title random_title_heir = { limit = { <triggers> } (optional) weight = { mtth } <effects> } landed title character
random_title_joined_faction Iterate through all factions joined the scope landed title random_title_joined_faction = { limit = { <triggers> } (optional) weight = { mtth } <effects> } landed title faction
random_title_to_title_neighboring_and_across_water_barony Scopes from a title to a neighboring barony (incl. across water, looking trough the de Jure lieges) random_title_to_title_neighboring_and_across_water_barony = { limit = { <triggers> } (optional) weight = { mtth } <effects> } landed title landed title
random_title_to_title_neighboring_and_across_water_county Scopes from a title to a neighboring county (incl. across water, looking trough the de Jure lieges) random_title_to_title_neighboring_and_across_water_county = { limit = { <triggers> } (optional) weight = { mtth } <effects> } landed title landed title
random_title_to_title_neighboring_and_across_water_duchy Scopes from a title to a neighboring duchy (incl. across water, looking trough the de Jure lieges) random_title_to_title_neighboring_and_across_water_duchy = { limit = { <triggers> } (optional) weight = { mtth } <effects> } landed title landed title
random_title_to_title_neighboring_and_across_water_empire Scopes from a title to a neighboring empire (incl. across water, looking trough the de Jure lieges) random_title_to_title_neighboring_and_across_water_empire = { limit = { <triggers> } (optional) weight = { mtth } <effects> } landed title landed title
random_title_to_title_neighboring_and_across_water_kingdom Scopes from a title to a neighboring kingdom (incl. across water, looking trough the de Jure lieges) random_title_to_title_neighboring_and_across_water_kingdom = { limit = { <triggers> } (optional) weight = { mtth } <effects> } landed title landed title
random_title_to_title_neighboring_barony Scopes from a title to a neighboring barony (looking trough the de Jure lieges) random_title_to_title_neighboring_barony = { limit = { <triggers> } (optional) weight = { mtth } <effects> } landed title landed title
random_title_to_title_neighboring_county Scopes from a title to a neighboring county (looking trough the de Jure lieges) random_title_to_title_neighboring_county = { limit = { <triggers> } (optional) weight = { mtth } <effects> } landed title landed title
random_title_to_title_neighboring_duchy Scopes from a title to a neighboring duchy (looking trough the de Jure lieges) random_title_to_title_neighboring_duchy = { limit = { <triggers> } (optional) weight = { mtth } <effects> } landed title landed title
random_title_to_title_neighboring_empire Scopes from a title to a neighboring empire (looking trough the de Jure lieges) random_title_to_title_neighboring_empire = { limit = { <triggers> } (optional) weight = { mtth } <effects> } landed title landed title
random_title_to_title_neighboring_kingdom Scopes from a title to a neighboring kingdom (looking trough the de Jure lieges) random_title_to_title_neighboring_kingdom = { limit = { <triggers> } (optional) weight = { mtth } <effects> } landed title landed title
remove_all_county_modifier_instances Remove all instances of a modifier from a county remove_all_county_modifier_instances = name landed title
remove_county_modifier Remove a modifier from a county remove_county_modifier = name landed title
reset_title_name 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 landed title
reset_title_prefix 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 landed title
revoke_lease Revoke the lease of the scoped title revoke_lease = yes landed title
set_always_follows_primary_heir Sets if the title should always go to the primary heir in partition succession set_always_follows_primary_heir = yes landed title
set_capital_county Sets the capital county of the title to the target county set_capital_county = <some county title> landed title landed title
set_color_from_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> landed title landed title
set_county_culture Sets the culture of a county set_county_culture = english/root.character_culture landed title
set_county_faith Changes what faith a county has Unspecified landed title
set_de_jure_liege_title Set a new DeJure liege title set_de_jure_liege_title = new_de_jure_liege landed title landed title
set_definitive_form Sets if the title should use a definitive form name (no 'Kingdom of') set_definitive_form = yes landed title
set_delete_on_destroy Sets if the title should be deleted from the gamestate completely when it is destroyed set_delete_on_destroy = yes landed title
set_destroy_if_invalid_heir Sets if the title should be destroyed on succession if there's no heir matching its restrictions set_destroy_if_invalid_heir = yes landed title
set_destroy_on_succession Sets if the title should be destroyed on succession set_destroy_on_succession = yes landed title
set_landless_title Sets if the title is landless (can be held by rulers with no land) set_landless_title = yes landed title
set_no_automatic_claims 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 landed title
set_title_name 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 landed title
set_title_prefix sets the prefix of the scoped title. Won't cause its name or adjective to change set_title_prefix = PREFIX_THE landed title
title_create_faction the scoped landed title creates a faction of the specified type against the specified target, title_create_faction = { type = X target = Y } Unspecified landed title
title_join_faction the landed title in the scope joins the assigned faction Unspecified landed title
title_leave_faction the title in the scope leaves the assigned faction Unspecified landed title
end_story Ends a story and executes it's on_end effect, the story can no longer be accessed after this Unspecified story cycle
make_story_owner makes the character the new owner of the story make_story_owner = character_target story cycle character
add_innovation Add innovation to a culture Unspecified culture
add_random_innovation Add random available innovation<culture> = { add_random_innovation = culture_group_military/culture_group_civic/culture_group_regional/yes } Unspecified culture
get_all_innovations_from Discover all innovations from the target culture get_all_innovations_from = <culture> culture culture
get_random_innovation_from Get random available innovation from another culture Unspecified culture
add_character_flag Adds a character flag. X is the name of the flag and Y is a value or value interval "{ min max }". add_character_flag = { flag = X [days/weeks/years = Y] } character
add_character_modifier Add a modifier to a character add_character_modifier = name

add_character_modifier = { modifier = name days/weeks/months/years = int }

character
add_courtier Add the target character to the scope character's court Unspecified character character
add_diplomacy_lifestyle_perk_points Adds lifestyle per points to the given character Unspecified character
add_diplomacy_lifestyle_xp Adds lifestyle XP to the given character. Can be used with lifestyles not currently focused on. add_diplomacy_lifestyle_xp = int character
add_dread adds (or removes) dread to a character Unspecified character
add_gold adds gold to a character Unspecified character
add_hook Adds a hook on a character. Note: 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. Does send a toast to the player if it's involved. add_hook = { type = X, target = Y, secret = Z, days/months/years = W } character
add_hook_no_toast Adds a hook on a character. Note: 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. Does NOT send a toast to the player. add_hook = { type = X, target = Y, secret = Z, days/months/years = W } character
add_intrigue_lifestyle_perk_points Adds lifestyle per points to the given character Unspecified character
add_intrigue_lifestyle_xp Adds lifestyle XP to the given character Unspecified character
add_joined_faction_discontent add_joined_faction_discontent = X adds (or subtracts) discontent to the factions the scope character is in Unspecified character
add_knows_of_killer Adds the right hand side character as knowing of the killer of the scoped object dead_person = { add_knows_of_killer = root } character character
add_learning_lifestyle_perk_points Adds lifestyle per points to the given character Unspecified character
add_learning_lifestyle_xp Adds lifestyle XP to the given character Unspecified character
add_martial_lifestyle_perk_points Adds lifestyle per points to the given character Unspecified character
add_martial_lifestyle_xp Adds lifestyle XP to the given character Unspecified character
add_opinion Adds a temporary 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. add_opinion = { modifier = X days/months/years = Y target = Z } character
add_perk Adds the perk for this character Unspecified character
add_piety gives (or takes) piety to a character Unspecified character
add_piety_experience gives (or takes) piety experience to a character Unspecified character
add_piety_level increases (or decreases) the piety level of a character Unspecified character
add_pressed_claim gives a pressed claim to a character Unspecified character landed title
add_prestige gives (or takes) prestige to a character Unspecified character
add_prestige_experience gives (or takes) prestige experience to a character Unspecified character
add_prestige_level increases (or decreases) the prestige level of a character Unspecified character
add_realm_law Adds the given law to the scoped character Unspecified character
add_realm_law_skip_effects Adds the given law to the scoped character. Skips the cost and the pass effect, and the revoke effects of the current law Unspecified character
add_relation_flag 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

}

character
add_scheme_cooldown Sets a scheme cooldown for the scope character towards = { target=target_character type=scheme_type days/weeks/months/years = duration } Unspecified character
add_secret Adds a secret add_secret = { type = X target = Y }

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.

character
add_stewardship_lifestyle_perk_points Adds lifestyle per points to the given character Unspecified character
add_stewardship_lifestyle_xp Adds lifestyle XP to the given character Unspecified character
add_stress Increases stress of a character. Negative values decrease stress. Unspecified character
add_targeting_factions_discontent add_targeting_factions_discontent = X adds (or subtracts) discontent to all the factions that are targeting the scope character Unspecified character
add_to_scheme Adds a character as an agent to the scheme Unspecified character
add_trait 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) Unspecified character
add_trait_force_tooltip 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) Unspecified character
add_truce_both_ways Sets the both-way truce against the specified character

'character' specifies the target character 'override' says whether it should replace the previous truce even if shorter 'years / months / days' sets the duration of the truce 'result' specifies the result from the scope character's point of view ('white_peace' by default) 'casus_belli' sets the casus belli scope that caused the truce, mutually exclusive with 'name' 'name' sets a custom description. Dynamic description with the current scope '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 } character
add_truce_one_way Sets the truce against the specified character

'character' specifies the target character 'override' says whether it should replace the previous truce even if shorter 'years / months / days' sets the duration of the truce 'result' specifies the result from the scope character's point of view ('white_peace' by default) 'casus_belli' sets the casus belli scope that caused the truce, mutually exclusive with 'name' 'name' sets a custom description. Dynamic description with the current scope

add_truce_one_way = { character = X years/months/days = Y override = yes/no result = victory/defeat/white_peace casus_belli/war = Z } character
add_tyranny adds (or removes) tyranny to (or from) a character Unspecified character
add_unpressed_claim gives an unpressed claim to a character Unspecified character landed title
add_visiting_courtier Add the target character as the scope character's guest Unspecified character character
allow_alliance Allows (previously broken) alliance with the target character Unspecified character character
allow_in_scheme Allow the character to join the scheme as an agent Unspecified character
apply_ai_vassal_obligation_liege_most_desired Apply the new level for the most desired AI obligation level the liege in the contract wants Unspecified character
apply_ai_vassal_obligation_vassal_most_desired Apply the new level for the most desired AI obligation level the vassal in the contract wants Unspecified character
assign_council_task 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]

}

character
assign_councillor_type Assigns the target character to the first available council position of the type available. { type = council_position_type_key target = character_taking_the_position fire_on_actions = [yes] } Unspecified character
banish The character gets banished. Unspecified character
becomes_independent becomes and independent ruler becomes_independent = { change = 'previously created title_and_vassal_change' character
break_alliance Breaks the alliance with the target character Unspecified character character
cancel_truce_both_ways Ends the truce against the specified character, and theirs against the scoped character. cancel_truce_both_ways = scope:character character character
cancel_truce_one_way Ends the truce against the specified character. cancel_truce_one_way = scope:character character character
change_current_weight Change the current weight of the scoped character change_current_weight = 20 character
change_first_name Change the first name of a character change_first_name = <localization_key>

change_first_name = scope:name/var:name # containing a flag with a localization key change_first_name = { template_character = scope:character } # copy name from the template character

character
change_government changes the government of a character Unspecified character
change_liege = { liege = 'Character that should become the new liege' change = 'previously created title_and_vassal_change', adds a liege change Unspecified character
change_prison_type Changes the charater's prison type. Scoped character is the prisoner. Accepts any static modifier (see also improson effect). change_prison_type = house_arrest character
change_target_weight Change the target weight of the scoped character change_target_weight = 20 character
clear_forced_vote Clears forced voting clear_forced_vote = yes character
consume_banish_reasons '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. Unspecified character character
consume_divorce_reasons '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. Unspecified character character
consume_execute_reasons '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. Unspecified character character
consume_imprisonment_reasons '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. Unspecified character character
consume_revoke_title_reason 'Consume' 1 revoke title reason that the scoped character has on the target character. Unspecified character character
copy_inheritable_appearance_from copies the inheritable appearance attributes (inheritable genes in the character's DNA string) from the target character to the scoped character Unspecified character character
create_alliance 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 = {

target = scope allied_through_owner = scope allied_through_target = scope } OR as a short hand use just the target to use the owner and target as the allied through characters create_alliance = scope

character
create_cadet_branch no] Unspecified character
create_faction the scoped character creates a faction of the specified type against the specified target, create_faction = { type = X target = Y } Unspecified character
create_story Creates and initializes a story cycle with the current character as owner create_story = story_type create_story = {

type = story_type save_scope_as/save_temporary_scope_as = scope_name # optional way to get a reference to the new story }

character
death kills a character, death = { killer = X death_reason = Y }, 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. Unspecified character
depose The character gets deposed. Unspecified character
destroy_title Destroys a title Unspecified character landed title
end_pregnancy end a pregnancy Unspecified character
every_alert_creatable_title Iterate through all titles that can be created by the character. (only for alerts) every_alert_creatable_title = { limit = { <triggers> } <effects> } character landed title
every_alert_usurpable_title Iterate through all titles that can be usurped by the character. (only for alerts) every_alert_usurpable_title = { limit = { <triggers> } <effects> } character landed title
every_ally Iterate through all allies every_ally = { limit = { <triggers> } <effects> } character character
every_ancestor Iterate through all the ancestors of the scope character up to 5 generations every_ancestor = { limit = { <triggers> } <effects> } character character
every_army Iterate through all armies every_army = { limit = { <triggers> } <effects> } character army
every_character_to_title_neighboring_and_across_water_barony Scopes from a character to a neighboring barony (incl. across water, looking trough the de Jure lieges) every_character_to_title_neighboring_and_across_water_barony = { limit = { <triggers> } <effects> } character landed title
every_character_to_title_neighboring_and_across_water_county Scopes from a character to a neighboring county (incl. across water, looking trough the de Jure lieges) every_character_to_title_neighboring_and_across_water_county = { limit = { <triggers> } <effects> } character landed title
every_character_to_title_neighboring_and_across_water_duchy Scopes from a character to a neighboring duchy (incl. across water, looking trough the de Jure lieges) every_character_to_title_neighboring_and_across_water_duchy = { limit = { <triggers> } <effects> } character landed title
every_character_to_title_neighboring_and_across_water_empire Scopes from a character to a neighboring empire (incl. across water, looking trough the de Jure lieges) every_character_to_title_neighboring_and_across_water_empire = { limit = { <triggers> } <effects> } character landed title
every_character_to_title_neighboring_and_across_water_kingdom Scopes from a character to a neighboring kingdom (incl. across water, looking trough the de Jure lieges) every_character_to_title_neighboring_and_across_water_kingdom = { limit = { <triggers> } <effects> } character landed title
every_character_to_title_neighboring_barony Scopes from a character to a neighboring barony (looking trough the de Jure lieges) every_character_to_title_neighboring_barony = { limit = { <triggers> } <effects> } character landed title
every_character_to_title_neighboring_county Scopes from a character to a neighboring county (looking trough the de Jure lieges) every_character_to_title_neighboring_county = { limit = { <triggers> } <effects> } character landed title
every_character_to_title_neighboring_duchy Scopes from a character to a neighboring duchy (looking trough the de Jure lieges) every_character_to_title_neighboring_duchy = { limit = { <triggers> } <effects> } character landed title
every_character_to_title_neighboring_empire Scopes from a character to a neighboring empire (looking trough the de Jure lieges) every_character_to_title_neighboring_empire = { limit = { <triggers> } <effects> } character landed title
every_character_to_title_neighboring_kingdom Scopes from a character to a neighboring kingdom (looking trough the de Jure lieges) every_character_to_title_neighboring_kingdom = { limit = { <triggers> } <effects> } character landed title
every_character_war Wars of the scoped character every_character_war = { limit = { <triggers> } <effects> } character war
every_child Iterate through all children every_child = { limit = { <triggers> } <effects> } character character
every_claim Iterate through the titles of all claims held by a character; parameters: explicit = yes/no/all pressed = yes/no/all every_claim = { limit = { <triggers> } <effects> } character landed title
every_close_family_member Iterate through all the close family [father, mother, siblings, children, grandparents] every_close_family_member = { limit = { <triggers> } <effects> } character character
every_close_or_extended_family_member Iterate through all the close and extended relatives [father, mother, siblings, children, grandparents, uncles/aunts, nephew/niece, cousins] every_close_or_extended_family_member = { limit = { <triggers> } <effects> } character character
every_concubine Iterate through all concubines every_concubine = { limit = { <triggers> } <effects> } character character
every_consort Iterate through all consorts (concubines and spouses) every_consort = { limit = { <triggers> } <effects> } character character
every_councillor Iterate through all councillors every_councillor = { limit = { <triggers> } <effects> } character character
every_courtier Iterate through all courtiers every_courtier = { limit = { <triggers> } <effects> } character character
every_courtier_away Iterate through all courtiers that are away every_courtier_away = { limit = { <triggers> } <effects> } character character
every_courtier_or_guest Iterate through all courtiers and guests (pool and foreign court guests) every_courtier_or_guest = { limit = { <triggers> } <effects> } character character
every_de_jure_claim Iterate through all de jure claims for a character every_de_jure_claim = { limit = { <triggers> } <effects> } character landed title
every_diplomacy_councillor Iterate through all diplomacy-based councillors every_diplomacy_councillor = { limit = { <triggers> } <effects> } character character
every_directly_owned_province Iterate through all directly owned provinces every_directly_owned_province = { limit = { <triggers> } <effects> } character province
every_election_title Iterate through all titles the scoped character can vote on every_election_title = { limit = { <triggers> } <effects> } character landed title
every_extended_family_member Iterate through all the extended family [uncles/aunts, nephew/niece, cousins] every_extended_family_member = { limit = { <triggers> } <effects> } character character
every_foreign_court_guest Iterate through all guests visiting from another court (in contrast to pool_guest they have a liege) every_foreign_court_guest = { limit = { <triggers> } <effects> } character character
every_former_concubine Iterate through all former concubines. Not persisted past death every_former_concubine = { limit = { <triggers> } <effects> } character character
every_former_concubinist Iterate through all former concubinists. Not persisted past death every_former_concubinist = { limit = { <triggers> } <effects> } character character
every_former_spouse Iterate through all former spouses every_former_spouse = { limit = { <triggers> } <effects> } character character
every_general_councillor Iterate through all councillors that are not related to a skill every_general_councillor = { limit = { <triggers> } <effects> } character character
every_heir Heirs of the scoped character every_heir = { limit = { <triggers> } <effects> } character character
every_heir_title Iterate through all landed titles character is heir to every_heir_title = { limit = { <triggers> } <effects> } character landed title
every_heir_to_title Iterate through all titles the scoped character is heir to every_heir_to_title = { limit = { <triggers> } <effects> } character landed title
every_held_title Iterate through all held landed titles every_held_title = { limit = { <triggers> } <effects> } character landed title
every_hired_mercenary Iterate through all hired mercenary companies every_hired_mercenary = { limit = { <triggers> } <effects> } character mercenary company
every_hooked_character Iterate through all characters this character has a hook on every_hooked_character = { limit = { <triggers> } <effects> } character character
every_hostile_raider Iterate through anyone the character is hostile to due to their top-liege's realm having been raided every_hostile_raider = { limit = { <triggers> } <effects> } character character
every_intrigue_councillor Iterate through all intrigue-based councillors every_intrigue_councillor = { limit = { <triggers> } <effects> } character character
every_knight Iterate through all knights every_knight = { limit = { <triggers> } <effects> } character character
every_known_secret Iterate through all secrets known by the character every_known_secret = { limit = { <triggers> } <effects> } character secret
every_learning_councillor Iterate through all learning-based councillors every_learning_councillor = { limit = { <triggers> } <effects> } character character
every_liege_or_above Iterate through all lieges above a character (skipping the character themselves) every_liege_or_above = { limit = { <triggers> } <effects> } character character
every_martial_councillor Iterate through all martial-based councillors every_martial_councillor = { limit = { <triggers> } <effects> } character character
every_neighboring_and_across_water_realm_same_rank_owner A sub-realm or realm bordering the scope character's realm (including across water) and has the same rank as the scope character (look for lieges of he owner of the land if necessary) every_neighboring_and_across_water_realm_same_rank_owner = { limit = { <triggers> } <effects> } character character
every_neighboring_and_across_water_top_liege_realm A realm with a different top liege neighboring the realm of the scope character's top liege (including across water); switches to the realm's top title. Can be based on borders a day or two out of date every_neighboring_and_across_water_top_liege_realm = { limit = { <triggers> } <effects> } character landed title
every_neighboring_and_across_water_top_liege_realm_owner A realm with a different top liege neighboring the realm of the scope character's top liege (including across water); switches to the holder of the realm. Can be based on borders a day or two out of date every_neighboring_and_across_water_top_liege_realm_owner = { limit = { <triggers> } <effects> } character character
every_neighboring_realm_same_rank_owner A sub-realm or realm bordering the scope character's realm and has the same rank as the scope character (look for lieges of he owner of the land if necessary) every_neighboring_realm_same_rank_owner = { limit = { <triggers> } <effects> } character character
every_neighboring_top_liege_realm A realm with a different top liege neighboring the realm of the scope character's top liege; switches to the realm's top title. Can be based on borders a day or two out of date every_neighboring_top_liege_realm = { limit = { <triggers> } <effects> } character landed title
every_neighboring_top_liege_realm_owner A realm with a different top liege neighboring the realm of the scope character's top liege; switches to the holder of the realm. Can be based on borders a day or two out of date every_neighboring_top_liege_realm_owner = { limit = { <triggers> } <effects> } character character
every_owned_story Iterate through all owned stories for a character every_owned_story = { limit = { <triggers> } <effects> } character story cycle
every_parent Iterate through all (both) parents every_parent = { limit = { <triggers> } <effects> } character character
every_patroned_holy_order Iterate through all holy orders that the scoped character is a patron of every_patroned_holy_order = { limit = { <triggers> } <effects> } character holy order
every_pinned_character Iterate through characters this player has pinned every_pinned_character = { limit = { <triggers> } <effects> } character character
every_pinning_character Iterate through characters whose player has this character pinned every_pinning_character = { limit = { <triggers> } <effects> } character character
every_player_heir Iterate through player heirs, capped at the first 10 every_player_heir = { limit = { <triggers> } <effects> } character character
every_pool_guest Iterate through all guests visiting the court from the pool (in contrast to foreign_court_guest they don't have a liege) every_pool_guest = { limit = { <triggers> } <effects> } character character
every_potential_marriage_option Iterate through all potential selectable marriage or betrohed options every_potential_marriage_option = { limit = { <triggers> } <effects> } character character
every_pretender_title Iterate through all landed titles character is pretender to every_pretender_title = { limit = { <triggers> } <effects> } character landed title
every_primary_war_enemy Iterate through all primary war enemies every_primary_war_enemy = { limit = { <triggers> } <effects> } character character
every_prisoner Iterate through all prisoners every_prisoner = { limit = { <triggers> } <effects> } character character
every_prowess_councillor Iterate through all prowess-based councillors every_prowess_councillor = { limit = { <triggers> } <effects> } character character
every_raid_target Iterate through anyone the character is hostile to due to having raided them. Only returns top lieges every_raid_target = { limit = { <triggers> } <effects> } character character
every_realm_county Iterate through all counties in the realm. Based on top liege every_realm_county = { limit = { <triggers> } <effects> } character landed title
every_realm_de_jure_duchy Iterate through all de jure duchies that have at least one county in the realm. Based on top liege every_realm_de_jure_duchy = { limit = { <triggers> } <effects> } character landed title
every_realm_de_jure_empire Iterate through all de jure empire that have at least one county in the realm. Based on top liege every_realm_de_jure_empire = { limit = { <triggers> } <effects> } character landed title
every_realm_de_jure_kingdom Iterate through all de jure kingdom that have at least one county in the realm. Based on top liege every_realm_de_jure_kingdom = { limit = { <triggers> } <effects> } character landed title
every_realm_province Iterate through all realm provinces of a character every_realm_province = { limit = { <triggers> } <effects> } character province
every_relation Iterate through scripted relations of a given type or multiple types, if someone is multiple relations they will only be in the list once every_relation = { limit = { <triggers> } <effects> } character character
every_scheme Iterate through all schemes owned by the character every_scheme = { limit = { <triggers> } <effects> } character scheme
every_secret Iterate through all secrets of the character every_secret = { limit = { <triggers> } <effects> } character secret
every_sibling Iterate through all siblings every_sibling = { limit = { <triggers> } <effects> } character character
every_spouse Iterate through all spouses every_spouse = { limit = { <triggers> } <effects> } character character
every_spouse_candidate Iterate through all the spouse candidates of a character. WARNING: THIS IS VERY SLOW DO NOT DO IT OFTEN. every_spouse_candidate = { limit = { <triggers> } <effects> } character character
every_stewardship_councillor Iterate through all stewardship-based councillors every_stewardship_councillor = { limit = { <triggers> } <effects> } character character
every_sub_realm_barony Iterate through all baronies in sub-realm every_sub_realm_barony = { limit = { <triggers> } <effects> } character landed title
every_sub_realm_county Iterate through all counties in sub-realm every_sub_realm_county = { limit = { <triggers> } <effects> } character landed title
every_sub_realm_duchy Iterate through all duchies in sub-realm every_sub_realm_duchy = { limit = { <triggers> } <effects> } character landed title
every_sub_realm_empire Iterate through all empires in sub-realm every_sub_realm_empire = { limit = { <triggers> } <effects> } character landed title
every_sub_realm_kingdom Iterate through all kingdoms in sub-realm every_sub_realm_kingdom = { limit = { <triggers> } <effects> } character landed title
every_sub_realm_title Iterate through all titles in sub-realm every_sub_realm_title = { limit = { <triggers> } <effects> } character landed title
every_targeting_faction Iterate through all factions targeting the scope character every_targeting_faction = { limit = { <triggers> } <effects> } character faction
every_targeting_scheme Iterate through all schemes targeting the character every_targeting_scheme = { limit = { <triggers> } <effects> } character scheme
every_targeting_secret Iterate through all secrets that target the specified scope every_targeting_secret = { limit = { <triggers> } <effects> } character secret
every_traveling_family_member Iterate though all characters that should travel with the scoped one (when moving between courts for instance); includes the scoped character every_traveling_family_member = { limit = { <triggers> } <effects> } character character
every_truce_holder Iterate through all characters that have a truce on this character every_truce_holder = { limit = { <triggers> } <effects> } character character
every_truce_target Iterate through all characters this character has a truce on every_truce_target = { limit = { <triggers> } <effects> } character character
every_unspent_known_secret Iterate through all unspent secrets known by the character every_unspent_known_secret = { limit = { <triggers> } <effects> } character secret
every_vassal Iterate through all DIRECT vassals every_vassal = { limit = { <triggers> } <effects> } character character
every_vassal_or_below Iterate through ALL vassals, not just direct vassals every_vassal_or_below = { limit = { <triggers> } <effects> } character character
every_war_ally Iterate through all direct war allies every_war_ally = { limit = { <triggers> } <effects> } character character
every_war_enemy Iterate through all direct war enemies every_war_enemy = { limit = { <triggers> } <effects> } character character
execute_decision Execute the specified decision for the scoped character Unspecified character
finish_council_task The councillor finish the current assigned task successfully. Unspecified character
fire_councillor The scope character fires the target character form teh council. Unspecified character character
forbid_from_scheme Forbid the scope character from joining the target scheme as an agent (and kick the character out if already in the scheme) Unspecified character
force_add_to_scheme 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

}

character
force_vote_as Forces the character to vote the same as the target force_vote_as = { target = someone days/months/years = x } character
get_title gives a title to a character Unspecified character landed title
give_nickname Give a nickname to this character Unspecified character
imprison Imprisons the target character as this character's prisoner, imprison = { target = X reason = Y type = Z }, X is a character, Y is a flag, Z is a static modifier Unspecified character
join_faction the character in the scope joins the assigned faction Unspecified character
join_faction_forced 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

}

character
join_faction_skip_check the character in the scope joins the assigned faction skiping the can_character_join trigger Unspecified character
leave_faction the charcter in the scope leaves the assigned faction Unspecified character
make_claim_strong makes a claim strong (character adds the claim if not having it already) Unspecified character landed title
make_claim_weak makes a claim weak (character adds the claim if not having it already) Unspecified character landed title
make_concubine Makes the target character a concubine of the scope character, the target should not be imprisoned Unspecified character character
make_pregnant makes a character pregnant make_pregnant = {
father = 'the real father'
number_of_children = X
known_bastard = yes/no
character
make_trait_active Activates an inactive trait. Tooltip will not be shown if the character cannot have the trait. Unspecified character
make_trait_active_force_tooltip Activates an inactive trait. Tooltip will be shown even if the character cannot have the trait. Unspecified character
make_trait_inactive Makes a current trait of a character inactive. Tooltip will not be shown if the character doesn't have the trait. NOTE: If the character doesn't currently have the trait, it will be added to the character! Unspecified character
make_trait_inactive_force_tooltip Makes a current trait of a character inactive. Tooltip will be shown even if the character doesn't have the trait. NOTE: If the character doesn't currently have the trait, it will be added to the character! Unspecified character
make_unprunable 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. Example: make_unprunable = yes Unspecified character
marry Marries the scoped character to the target character marry = target character character
marry_matrilineal Marries the scoped character to the target character matrilineally marry_matrilineal = target character character
move_to_pool The scoped character (courtier or guest) leaves their current court and moves into the pool scope:guest = { move_to_pool = yes } character
move_to_pool_at 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 } character province
ordered_alert_creatable_title Iterate through all titles that can be created by the character. (only for alerts) ordered_alert_creatable_title = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character landed title
ordered_alert_usurpable_title Iterate through all titles that can be usurped by the character. (only for alerts) ordered_alert_usurpable_title = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character landed title
ordered_ally Iterate through all allies ordered_ally = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_ancestor Iterate through all the ancestors of the scope character up to 5 generations ordered_ancestor = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_army Iterate through all armies ordered_army = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character army
ordered_character_to_title_neighboring_and_across_water_barony Scopes from a character to a neighboring barony (incl. across water, looking trough the de Jure lieges) ordered_character_to_title_neighboring_and_across_water_barony = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character landed title
ordered_character_to_title_neighboring_and_across_water_county Scopes from a character to a neighboring county (incl. across water, looking trough the de Jure lieges) ordered_character_to_title_neighboring_and_across_water_county = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character landed title
ordered_character_to_title_neighboring_and_across_water_duchy Scopes from a character to a neighboring duchy (incl. across water, looking trough the de Jure lieges) ordered_character_to_title_neighboring_and_across_water_duchy = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character landed title
ordered_character_to_title_neighboring_and_across_water_empire Scopes from a character to a neighboring empire (incl. across water, looking trough the de Jure lieges) ordered_character_to_title_neighboring_and_across_water_empire = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character landed title
ordered_character_to_title_neighboring_and_across_water_kingdom Scopes from a character to a neighboring kingdom (incl. across water, looking trough the de Jure lieges) ordered_character_to_title_neighboring_and_across_water_kingdom = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character landed title
ordered_character_to_title_neighboring_barony Scopes from a character to a neighboring barony (looking trough the de Jure lieges) ordered_character_to_title_neighboring_barony = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character landed title
ordered_character_to_title_neighboring_county Scopes from a character to a neighboring county (looking trough the de Jure lieges) ordered_character_to_title_neighboring_county = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character landed title
ordered_character_to_title_neighboring_duchy Scopes from a character to a neighboring duchy (looking trough the de Jure lieges) ordered_character_to_title_neighboring_duchy = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character landed title
ordered_character_to_title_neighboring_empire Scopes from a character to a neighboring empire (looking trough the de Jure lieges) ordered_character_to_title_neighboring_empire = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character landed title
ordered_character_to_title_neighboring_kingdom Scopes from a character to a neighboring kingdom (looking trough the de Jure lieges) ordered_character_to_title_neighboring_kingdom = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character landed title
ordered_character_war Wars of the scoped character ordered_character_war = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character war
ordered_child Iterate through all children ordered_child = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_claim Iterate through the titles of all claims held by a character; parameters: explicit = yes/no/all pressed = yes/no/all ordered_claim = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character landed title
ordered_close_family_member Iterate through all the close family [father, mother, siblings, children, grandparents] ordered_close_family_member = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_close_or_extended_family_member Iterate through all the close and extended relatives [father, mother, siblings, children, grandparents, uncles/aunts, nephew/niece, cousins] ordered_close_or_extended_family_member = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_concubine Iterate through all concubines ordered_concubine = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_consort Iterate through all consorts (concubines and spouses) ordered_consort = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_councillor Iterate through all councillors ordered_councillor = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_courtier Iterate through all courtiers ordered_courtier = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_courtier_away Iterate through all courtiers that are away ordered_courtier_away = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_courtier_or_guest Iterate through all courtiers and guests (pool and foreign court guests) ordered_courtier_or_guest = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_de_jure_claim Iterate through all de jure claims for a character ordered_de_jure_claim = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character landed title
ordered_diplomacy_councillor Iterate through all diplomacy-based councillors ordered_diplomacy_councillor = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_directly_owned_province Iterate through all directly owned provinces ordered_directly_owned_province = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character province
ordered_election_title Iterate through all titles the scoped character can vote on ordered_election_title = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character landed title
ordered_extended_family_member Iterate through all the extended family [uncles/aunts, nephew/niece, cousins] ordered_extended_family_member = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_foreign_court_guest Iterate through all guests visiting from another court (in contrast to pool_guest they have a liege) ordered_foreign_court_guest = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_former_concubine Iterate through all former concubines. Not persisted past death ordered_former_concubine = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_former_concubinist Iterate through all former concubinists. Not persisted past death ordered_former_concubinist = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_former_spouse Iterate through all former spouses ordered_former_spouse = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_general_councillor Iterate through all councillors that are not related to a skill ordered_general_councillor = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_heir Heirs of the scoped character ordered_heir = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_heir_title Iterate through all landed titles character is heir to ordered_heir_title = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character landed title
ordered_heir_to_title Iterate through all titles the scoped character is heir to ordered_heir_to_title = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character landed title
ordered_held_title Iterate through all held landed titles ordered_held_title = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character landed title
ordered_hired_mercenary Iterate through all hired mercenary companies ordered_hired_mercenary = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character mercenary company
ordered_hooked_character Iterate through all characters this character has a hook on ordered_hooked_character = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_hostile_raider Iterate through anyone the character is hostile to due to their top-liege's realm having been raided ordered_hostile_raider = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_intrigue_councillor Iterate through all intrigue-based councillors ordered_intrigue_councillor = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_knight Iterate through all knights ordered_knight = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_known_secret Iterate through all secrets known by the character ordered_known_secret = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character secret
ordered_learning_councillor Iterate through all learning-based councillors ordered_learning_councillor = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_liege_or_above Iterate through all lieges above a character (skipping the character themselves) ordered_liege_or_above = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_martial_councillor Iterate through all martial-based councillors ordered_martial_councillor = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_neighboring_and_across_water_realm_same_rank_owner A sub-realm or realm bordering the scope character's realm (including across water) and has the same rank as the scope character (look for lieges of he owner of the land if necessary) ordered_neighboring_and_across_water_realm_same_rank_owner = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_neighboring_and_across_water_top_liege_realm A realm with a different top liege neighboring the realm of the scope character's top liege (including across water); switches to the realm's top title. Can be based on borders a day or two out of date ordered_neighboring_and_across_water_top_liege_realm = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character landed title
ordered_neighboring_and_across_water_top_liege_realm_owner A realm with a different top liege neighboring the realm of the scope character's top liege (including across water); switches to the holder of the realm. Can be based on borders a day or two out of date ordered_neighboring_and_across_water_top_liege_realm_owner = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_neighboring_realm_same_rank_owner A sub-realm or realm bordering the scope character's realm and has the same rank as the scope character (look for lieges of he owner of the land if necessary) ordered_neighboring_realm_same_rank_owner = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_neighboring_top_liege_realm A realm with a different top liege neighboring the realm of the scope character's top liege; switches to the realm's top title. Can be based on borders a day or two out of date ordered_neighboring_top_liege_realm = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character landed title
ordered_neighboring_top_liege_realm_owner A realm with a different top liege neighboring the realm of the scope character's top liege; switches to the holder of the realm. Can be based on borders a day or two out of date ordered_neighboring_top_liege_realm_owner = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_owned_story Iterate through all owned stories for a character ordered_owned_story = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character story cycle
ordered_parent Iterate through all (both) parents ordered_parent = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_patroned_holy_order Iterate through all holy orders that the scoped character is a patron of ordered_patroned_holy_order = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character holy order
ordered_pinned_character Iterate through characters this player has pinned ordered_pinned_character = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_pinning_character Iterate through characters whose player has this character pinned ordered_pinning_character = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_player_heir Iterate through player heirs, capped at the first 10 ordered_player_heir = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_pool_guest Iterate through all guests visiting the court from the pool (in contrast to foreign_court_guest they don't have a liege) ordered_pool_guest = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_potential_marriage_option Iterate through all potential selectable marriage or betrohed options ordered_potential_marriage_option = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_pretender_title Iterate through all landed titles character is pretender to ordered_pretender_title = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character landed title
ordered_primary_war_enemy Iterate through all primary war enemies ordered_primary_war_enemy = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_prisoner Iterate through all prisoners ordered_prisoner = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_prowess_councillor Iterate through all prowess-based councillors ordered_prowess_councillor = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_raid_target Iterate through anyone the character is hostile to due to having raided them. Only returns top lieges ordered_raid_target = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_realm_county Iterate through all counties in the realm. Based on top liege ordered_realm_county = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character landed title
ordered_realm_de_jure_duchy Iterate through all de jure duchies that have at least one county in the realm. Based on top liege ordered_realm_de_jure_duchy = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character landed title
ordered_realm_de_jure_empire Iterate through all de jure empire that have at least one county in the realm. Based on top liege ordered_realm_de_jure_empire = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character landed title
ordered_realm_de_jure_kingdom Iterate through all de jure kingdom that have at least one county in the realm. Based on top liege ordered_realm_de_jure_kingdom = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character landed title
ordered_realm_province Iterate through all realm provinces of a character ordered_realm_province = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character province
ordered_relation Iterate through scripted relations of a given type or multiple types, if someone is multiple relations they will only be in the list once ordered_relation = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_scheme Iterate through all schemes owned by the character ordered_scheme = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character scheme
ordered_secret Iterate through all secrets of the character ordered_secret = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character secret
ordered_sibling Iterate through all siblings ordered_sibling = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_spouse Iterate through all spouses ordered_spouse = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_spouse_candidate Iterate through all the spouse candidates of a character. WARNING: THIS IS VERY SLOW DO NOT DO IT OFTEN. ordered_spouse_candidate = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_stewardship_councillor Iterate through all stewardship-based councillors ordered_stewardship_councillor = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_sub_realm_barony Iterate through all baronies in sub-realm ordered_sub_realm_barony = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character landed title
ordered_sub_realm_county Iterate through all counties in sub-realm ordered_sub_realm_county = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character landed title
ordered_sub_realm_duchy Iterate through all duchies in sub-realm ordered_sub_realm_duchy = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character landed title
ordered_sub_realm_empire Iterate through all empires in sub-realm ordered_sub_realm_empire = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character landed title
ordered_sub_realm_kingdom Iterate through all kingdoms in sub-realm ordered_sub_realm_kingdom = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character landed title
ordered_sub_realm_title Iterate through all titles in sub-realm ordered_sub_realm_title = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character landed title
ordered_targeting_faction Iterate through all factions targeting the scope character ordered_targeting_faction = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character faction
ordered_targeting_scheme Iterate through all schemes targeting the character ordered_targeting_scheme = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character scheme
ordered_targeting_secret Iterate through all secrets that target the specified scope ordered_targeting_secret = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character secret
ordered_traveling_family_member Iterate though all characters that should travel with the scoped one (when moving between courts for instance); includes the scoped character ordered_traveling_family_member = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_truce_holder Iterate through all characters that have a truce on this character ordered_truce_holder = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_truce_target Iterate through all characters this character has a truce on ordered_truce_target = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_unspent_known_secret Iterate through all unspent secrets known by the character ordered_unspent_known_secret = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character secret
ordered_vassal Iterate through all DIRECT vassals ordered_vassal = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_vassal_or_below Iterate through ALL vassals, not just direct vassals ordered_vassal_or_below = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_war_ally Iterate through all direct war allies ordered_war_ally = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
ordered_war_enemy Iterate through all direct war enemies ordered_war_enemy = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

character character
pay_long_term_gold the scope character pays gold to the target character, pay_gold = { target = X gold = Y } (AI budget category long term) Unspecified character
pay_long_term_income the scope character immediately pays gold corresponding to their income to the target character, pay_income = { target = X days/months/years = Y } (AI budget long term) Unspecified character
pay_short_term_gold the scope character pays gold to the target character, pay_gold = { target = X gold = Y } (AI budget category short term) Unspecified character
pay_short_term_income the scope character immediately pays gold corresponding to their income to the target character, pay_income = { target = X days/months/years = Y } (AI budget short term) Unspecified character
play_music_cue Plays the specified music cue. Unspecified character
random_alert_creatable_title Iterate through all titles that can be created by the character. (only for alerts) random_alert_creatable_title = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character landed title
random_alert_usurpable_title Iterate through all titles that can be usurped by the character. (only for alerts) random_alert_usurpable_title = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character landed title
random_ally Iterate through all allies random_ally = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_ancestor Iterate through all the ancestors of the scope character up to 5 generations random_ancestor = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_army Iterate through all armies random_army = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character army
random_character_to_title_neighboring_and_across_water_barony Scopes from a character to a neighboring barony (incl. across water, looking trough the de Jure lieges) random_character_to_title_neighboring_and_across_water_barony = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character landed title
random_character_to_title_neighboring_and_across_water_county Scopes from a character to a neighboring county (incl. across water, looking trough the de Jure lieges) random_character_to_title_neighboring_and_across_water_county = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character landed title
random_character_to_title_neighboring_and_across_water_duchy Scopes from a character to a neighboring duchy (incl. across water, looking trough the de Jure lieges) random_character_to_title_neighboring_and_across_water_duchy = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character landed title
random_character_to_title_neighboring_and_across_water_empire Scopes from a character to a neighboring empire (incl. across water, looking trough the de Jure lieges) random_character_to_title_neighboring_and_across_water_empire = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character landed title
random_character_to_title_neighboring_and_across_water_kingdom Scopes from a character to a neighboring kingdom (incl. across water, looking trough the de Jure lieges) random_character_to_title_neighboring_and_across_water_kingdom = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character landed title
random_character_to_title_neighboring_barony Scopes from a character to a neighboring barony (looking trough the de Jure lieges) random_character_to_title_neighboring_barony = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character landed title
random_character_to_title_neighboring_county Scopes from a character to a neighboring county (looking trough the de Jure lieges) random_character_to_title_neighboring_county = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character landed title
random_character_to_title_neighboring_duchy Scopes from a character to a neighboring duchy (looking trough the de Jure lieges) random_character_to_title_neighboring_duchy = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character landed title
random_character_to_title_neighboring_empire Scopes from a character to a neighboring empire (looking trough the de Jure lieges) random_character_to_title_neighboring_empire = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character landed title
random_character_to_title_neighboring_kingdom Scopes from a character to a neighboring kingdom (looking trough the de Jure lieges) random_character_to_title_neighboring_kingdom = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character landed title
random_character_war Wars of the scoped character random_character_war = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character war
random_child Iterate through all children random_child = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_claim Iterate through the titles of all claims held by a character; parameters: explicit = yes/no/all pressed = yes/no/all random_claim = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character landed title
random_close_family_member Iterate through all the close family [father, mother, siblings, children, grandparents] random_close_family_member = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_close_or_extended_family_member Iterate through all the close and extended relatives [father, mother, siblings, children, grandparents, uncles/aunts, nephew/niece, cousins] random_close_or_extended_family_member = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_concubine Iterate through all concubines random_concubine = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_consort Iterate through all consorts (concubines and spouses) random_consort = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_councillor Iterate through all councillors random_councillor = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_courtier Iterate through all courtiers random_courtier = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_courtier_away Iterate through all courtiers that are away random_courtier_away = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_courtier_or_guest Iterate through all courtiers and guests (pool and foreign court guests) random_courtier_or_guest = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_de_jure_claim Iterate through all de jure claims for a character random_de_jure_claim = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character landed title
random_diplomacy_councillor Iterate through all diplomacy-based councillors random_diplomacy_councillor = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_directly_owned_province Iterate through all directly owned provinces random_directly_owned_province = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character province
random_election_title Iterate through all titles the scoped character can vote on random_election_title = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character landed title
random_extended_family_member Iterate through all the extended family [uncles/aunts, nephew/niece, cousins] random_extended_family_member = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_foreign_court_guest Iterate through all guests visiting from another court (in contrast to pool_guest they have a liege) random_foreign_court_guest = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_former_concubine Iterate through all former concubines. Not persisted past death random_former_concubine = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_former_concubinist Iterate through all former concubinists. Not persisted past death random_former_concubinist = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_former_spouse Iterate through all former spouses random_former_spouse = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_general_councillor Iterate through all councillors that are not related to a skill random_general_councillor = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_heir Heirs of the scoped character random_heir = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_heir_title Iterate through all landed titles character is heir to random_heir_title = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character landed title
random_heir_to_title Iterate through all titles the scoped character is heir to random_heir_to_title = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character landed title
random_held_title Iterate through all held landed titles random_held_title = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character landed title
random_hired_mercenary Iterate through all hired mercenary companies random_hired_mercenary = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character mercenary company
random_hooked_character Iterate through all characters this character has a hook on random_hooked_character = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_hostile_raider Iterate through anyone the character is hostile to due to their top-liege's realm having been raided random_hostile_raider = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_intrigue_councillor Iterate through all intrigue-based councillors random_intrigue_councillor = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_knight Iterate through all knights random_knight = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_known_secret Iterate through all secrets known by the character random_known_secret = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character secret
random_learning_councillor Iterate through all learning-based councillors random_learning_councillor = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_liege_or_above Iterate through all lieges above a character (skipping the character themselves) random_liege_or_above = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_martial_councillor Iterate through all martial-based councillors random_martial_councillor = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_neighboring_and_across_water_realm_same_rank_owner A sub-realm or realm bordering the scope character's realm (including across water) and has the same rank as the scope character (look for lieges of he owner of the land if necessary) random_neighboring_and_across_water_realm_same_rank_owner = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_neighboring_and_across_water_top_liege_realm A realm with a different top liege neighboring the realm of the scope character's top liege (including across water); switches to the realm's top title. Can be based on borders a day or two out of date random_neighboring_and_across_water_top_liege_realm = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character landed title
random_neighboring_and_across_water_top_liege_realm_owner A realm with a different top liege neighboring the realm of the scope character's top liege (including across water); switches to the holder of the realm. Can be based on borders a day or two out of date random_neighboring_and_across_water_top_liege_realm_owner = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_neighboring_realm_same_rank_owner A sub-realm or realm bordering the scope character's realm and has the same rank as the scope character (look for lieges of he owner of the land if necessary) random_neighboring_realm_same_rank_owner = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_neighboring_top_liege_realm A realm with a different top liege neighboring the realm of the scope character's top liege; switches to the realm's top title. Can be based on borders a day or two out of date random_neighboring_top_liege_realm = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character landed title
random_neighboring_top_liege_realm_owner A realm with a different top liege neighboring the realm of the scope character's top liege; switches to the holder of the realm. Can be based on borders a day or two out of date random_neighboring_top_liege_realm_owner = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_owned_story Iterate through all owned stories for a character random_owned_story = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character story cycle
random_parent Iterate through all (both) parents random_parent = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_patroned_holy_order Iterate through all holy orders that the scoped character is a patron of random_patroned_holy_order = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character holy order
random_pinned_character Iterate through characters this player has pinned random_pinned_character = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_pinning_character Iterate through characters whose player has this character pinned random_pinning_character = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_player_heir Iterate through player heirs, capped at the first 10 random_player_heir = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_pool_guest Iterate through all guests visiting the court from the pool (in contrast to foreign_court_guest they don't have a liege) random_pool_guest = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_potential_marriage_option Iterate through all potential selectable marriage or betrohed options random_potential_marriage_option = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_pretender_title Iterate through all landed titles character is pretender to random_pretender_title = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character landed title
random_primary_war_enemy Iterate through all primary war enemies random_primary_war_enemy = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_prisoner Iterate through all prisoners random_prisoner = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_prowess_councillor Iterate through all prowess-based councillors random_prowess_councillor = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_raid_target Iterate through anyone the character is hostile to due to having raided them. Only returns top lieges random_raid_target = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_realm_county Iterate through all counties in the realm. Based on top liege random_realm_county = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character landed title
random_realm_de_jure_duchy Iterate through all de jure duchies that have at least one county in the realm. Based on top liege random_realm_de_jure_duchy = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character landed title
random_realm_de_jure_empire Iterate through all de jure empire that have at least one county in the realm. Based on top liege random_realm_de_jure_empire = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character landed title
random_realm_de_jure_kingdom Iterate through all de jure kingdom that have at least one county in the realm. Based on top liege random_realm_de_jure_kingdom = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character landed title
random_realm_province Iterate through all realm provinces of a character random_realm_province = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character province
random_relation Iterate through scripted relations of a given type or multiple types, if someone is multiple relations they will only be in the list once random_relation = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_scheme Iterate through all schemes owned by the character random_scheme = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character scheme
random_secret Iterate through all secrets of the character random_secret = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character secret
random_sibling Iterate through all siblings random_sibling = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_spouse Iterate through all spouses random_spouse = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_spouse_candidate Iterate through all the spouse candidates of a character. WARNING: THIS IS VERY SLOW DO NOT DO IT OFTEN. random_spouse_candidate = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_stewardship_councillor Iterate through all stewardship-based councillors random_stewardship_councillor = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_sub_realm_barony Iterate through all baronies in sub-realm random_sub_realm_barony = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character landed title
random_sub_realm_county Iterate through all counties in sub-realm random_sub_realm_county = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character landed title
random_sub_realm_duchy Iterate through all duchies in sub-realm random_sub_realm_duchy = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character landed title
random_sub_realm_empire Iterate through all empires in sub-realm random_sub_realm_empire = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character landed title
random_sub_realm_kingdom Iterate through all kingdoms in sub-realm random_sub_realm_kingdom = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character landed title
random_sub_realm_title Iterate through all titles in sub-realm random_sub_realm_title = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character landed title
random_targeting_faction Iterate through all factions targeting the scope character random_targeting_faction = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character faction
random_targeting_scheme Iterate through all schemes targeting the character random_targeting_scheme = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character scheme
random_targeting_secret Iterate through all secrets that target the specified scope random_targeting_secret = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character secret
random_traveling_family_member Iterate though all characters that should travel with the scoped one (when moving between courts for instance); includes the scoped character random_traveling_family_member = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_truce_holder Iterate through all characters that have a truce on this character random_truce_holder = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_truce_target Iterate through all characters this character has a truce on random_truce_target = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_unspent_known_secret Iterate through all unspent secrets known by the character random_unspent_known_secret = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character secret
random_vassal Iterate through all DIRECT vassals random_vassal = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_vassal_or_below Iterate through ALL vassals, not just direct vassals random_vassal_or_below = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_war_ally Iterate through all direct war allies random_war_ally = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
random_war_enemy Iterate through all direct war enemies random_war_enemy = { limit = { <triggers> } (optional) weight = { mtth } <effects> } character character
recalculate_scripted_relation Recalculates the effect of a scripted relation recalculate_scripted_relation= friend character
recruit_courtier Recruits the target to become a courtier. scope:liege = { recruit_courtier = scope:new_courtier } character character
refund_all_perks Refunds all perks of the character. Example: refund_all_perks = yes Unspecified character
refund_perks Refunds all perks of the RHS lifestyle. Example: refund_perks = intrigue_lifestyle Unspecified character
release_from_prison releases the character from the prison, imprison = X, X is a boolean value Unspecified character
remove_all_character_modifier_instances Remove all instances of a modifier from a character remove_all_character_modifier_instances = name character
remove_character_flag removes a character flag Unspecified character
remove_character_modifier Remove a modifier from a character remove_character_modifier = name character
remove_claim removes an explicit (not from a living parent/grand parent) claim Unspecified character landed title
remove_concubine Removes the target character as a concubine of the scope character Unspecified character character
remove_courtier_or_guest Removes the target character (guest or courtier) from the scope character's court scope:host = { remove_courtier_or_guest = scope:guest } # move to pool, staying in same province

scope:host = { remove_courtier_or_guest = { character = scope:guest new_location = scope:some_province # optionally specify a new location } }

character character
remove_decision_cooldown Remove the cooldown on taking a decision for the scoped character remove_decision_cooldown = decision_name character
remove_hook Removes a hook on a character, remove_hook = { target = X, type = Y }, if type is specified, the hook will only be removed if it is of that type Unspecified character
remove_interaction_cooldown Remove the cooldown on using an interaction for the scoped character remove_interaction_cooldown = interaction_name character
remove_interaction_cooldown_against Remove the cooldown on using an interaction against the target character for the scoped character remove_interaction_cooldown_against = { interaction = interaction_name target = character } character
remove_long_term_gold removes gold from a character (AI's long term budget) Unspecified character
remove_nickname no] Unspecified character
remove_opinion Removes a temporary opinion modifier, remove_opinion = { target = X modifier = Y single = Z (no by default) } X is a character, Y is the opinion modifier, Z tells whether to remove all instances of the modifier or just one Unspecified character
remove_perk Remove the perk for this character Unspecified character
remove_realm_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 Unspecified character
remove_relation_best_friend Removes scripted relationship Unspecified character character
remove_relation_bully Removes scripted relationship Unspecified character character
remove_relation_court_physician Removes scripted relationship Unspecified character character
remove_relation_crush Removes scripted relationship Unspecified character character
remove_relation_flag Removed a flag from an existing relation flag = flag_name (declared in scripted_relation) target = other_character relation = scripted_relation Unspecified character
remove_relation_friend Removes scripted relationship Unspecified character character
remove_relation_guardian Removes scripted relationship Unspecified character character
remove_relation_intrigue_mentor Removes scripted relationship Unspecified character character
remove_relation_intrigue_student Removes scripted relationship Unspecified character character
remove_relation_lover Removes scripted relationship Unspecified character character
remove_relation_mentor Removes scripted relationship Unspecified character character
remove_relation_nemesis Removes scripted relationship Unspecified character character
remove_relation_oaf Removes scripted relationship Unspecified character character
remove_relation_potential_friend Removes scripted relationship Unspecified character character
remove_relation_potential_lover Removes scripted relationship Unspecified character character
remove_relation_potential_rival Removes scripted relationship Unspecified character character
remove_relation_rival Removes scripted relationship Unspecified character character
remove_relation_soldier_friend Removes scripted relationship Unspecified character character
remove_relation_soulmate Removes scripted relationship Unspecified character character
remove_relation_student Removes scripted relationship Unspecified character character
remove_relation_victim Removes scripted relationship Unspecified character character
remove_relation_ward Removes scripted relationship Unspecified character character
remove_scheme_cooldown_against Remove the cooldown on using a scheme against the target character for the scoped character remove_scheme_cooldown_against = { scheme = scheme_name target = character } character
remove_short_term_gold removes gold from a character (AI's short term budget) Unspecified character
remove_trait Removes a trait from a character. Tooltip will not be shown if the character doesn't have the trait. Unspecified character
remove_trait_force_tooltip Removes a trait from a character. Tooltip will be shown even if the character doesn't have the trait. Unspecified character
reset_beneficiary The target character stops having a beneficiary reset_beneficiary = yes character
return_to_court Returns the scope character to the employers court. Unspecified character
reverse_add_opinion 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 } character
scriptedtests_recalculate_character_modifier Recalculates the modifier of the scoped character Unspecified character
scriptedtests_recalculate_succession Recalculates the line of succession of the scoped character Unspecified character
send_interface_message Sends a message to the player playing the character in the scope and then executes any effects inside.

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 = {

type = message_type # default: send_interface_message title = LOCALIZATION # optional, otherwise takes it from the message type desc = LOCALIZATION # optional, otherwise takes it from the message type tooltip = LOCALIZATION # optional, otherwise takes it from the message type left_icon = scope:recipient # optional, character or title right_icon = scope:the_title # optional, character or title goto = scope:the_title # optional, character, barony title, province will add a goto button # optional effects... add_dread = 5 scope:someone = { add_gold = 5 } }

character
send_interface_toast Sends a message to the player playing the character in the scope and then executes any effects inside.

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_toast = { type = message_type # default: send_interface_toast title = LOCALIZATION # optional, otherwise takes it from the message type desc = LOCALIZATION # optional, otherwise takes it from the message type tooltip = LOCALIZATION # optional, otherwise takes it from the message type left_icon = scope:recipient # optional, character or title right_icon = scope:the_title # optional, character or title goto = scope:the_title # optional, character, barony title, province will add a goto button # optional effects... add_dread = 5 scope:someone = { add_gold = 5 } }

character
set_absolute_country_control Sets if this character has absolute country control, unlock_character_movement = yes/no/boolean event target Unspecified character
set_beneficiary The target character becomes the beneficiary of the scoped character. set_beneficiary = some character Unspecified character character
set_character_faith Changes what faith a character has executing the effects for it. For history setup use 'set_character_faith_history' instead. Unspecified character faith
set_character_faith_history Changes what faith a character has NOT executing the effects for it. USE ONLY IN HISOTRY SETUP! Unspecified character faith
set_character_faith_with_conversion 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 Unspecified character faith
set_child_of_concubine_on_pregnancy Sets the child to be (or not be) a child of a concubine during pregnancy Unspecified character
set_council_task Sets the task of the scope councillor { task_type = council_position_type_key target = for_targeted_tasks } Unspecified character
set_culture Set the culture for this character Unspecified character culture
set_culture_same_as Sets the culture of the character to be the same as the culture of the target Unspecified character character
set_death_reason sets the death reason and the killer of a dead character, set_death_reason = { killer = X death_reason = Y }, both parameters are optional Unspecified character
set_default_education Set the default education focus for this character Unspecified character
set_designated_heir Sets the given character as designated heir Unspecified character character
set_employer Add the scope character to the target character's court Unspecified character character
set_father sets the father of a character Unspecified character character
set_focus Set the focus for this character Unspecified character
set_house Sets the dynasty house of the character Unspecified character dynasty house
set_immortal_age Changes what age the character became immortal at. Only works if already immortal set_immortal_age = 20 character
set_killer_public Sets the scoped character's killer as being publicly known set_killer_public = bool character
set_known_bastard_on_pregnancy Sets the child to a known or unknown bastard during pregnancy Unspecified character
set_num_pregnancy_children Set the number of children Unspecified character
set_override_designated_winner 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/no Unspecified character
set_player_character The scope character's player will now play as the target character. Scope must be player-controlled. Target cannot be player-controlled. Example: make_unprunable = yes Unspecified character character
set_pregnancy_assumed_father Set the assumed father of the pregnancy Unspecified character character
set_primary_spouse Set the primary spouse of a character set_primary_spouse = scope character character
set_primary_title_to Sets the primary title for a character set_primary_title_to = <title> character landed title
set_real_father Changes the real father of the character scope Unspecified character character
set_realm_capital Set a new realm capital character = { set_realm_capital = new_title } character landed title
set_relation_best_friend Sets scripted relationship Unspecified character character
set_relation_bully Sets scripted relationship Unspecified character character
set_relation_court_physician Sets scripted relationship Unspecified character character
set_relation_crush Sets scripted relationship Unspecified character character
set_relation_friend Sets scripted relationship Unspecified character character
set_relation_guardian Sets scripted relationship Unspecified character character
set_relation_intrigue_mentor Sets scripted relationship Unspecified character character
set_relation_intrigue_student Sets scripted relationship Unspecified character character
set_relation_lover Sets scripted relationship Unspecified character character
set_relation_mentor Sets scripted relationship Unspecified character character
set_relation_nemesis Sets scripted relationship Unspecified character character
set_relation_oaf Sets scripted relationship Unspecified character character
set_relation_potential_friend Sets scripted relationship Unspecified character character
set_relation_potential_lover Sets scripted relationship Unspecified character character
set_relation_potential_rival Sets scripted relationship Unspecified character character
set_relation_rival Sets scripted relationship Unspecified character character
set_relation_soldier_friend Sets scripted relationship Unspecified character character
set_relation_soulmate Sets scripted relationship Unspecified character character
set_relation_student Sets scripted relationship Unspecified character character
set_relation_victim Sets scripted relationship Unspecified character character
set_relation_ward Sets scripted relationship Unspecified character character
set_sexuality Sets the sexuality of the character Unspecified character
set_to_lowborn Set the character to lowborn Unspecified character
set_vassal_contract_modification_blocked Blocks the vassal contract from being modified with regards to being checked by 'vassal_contract_is_blocked_from_modification' Unspecified character
spawn_army 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 = {

levies = int/script value # optional, number of men men_at_arms = { # optional, multiple can be specified. Need either levies or MAA

       type = key
       men/stacks = int/script value
   }

location = province origin = province # optional, location used if not set. This is used for where to base bonuses and the like on war = war # optional. If set, the stack will disband after the war ends inheritable = yes/no # Default: yes uses_supply = yes/no # Default: yes army = army # optional. If set, the stack will merge into this army

   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)
   name = description # gives the troops a specific name that shows up in interfaces

}

character
start_default_task 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). Unspecified character
start_scheme starts a scheme = { type = X target = Y } Unspecified character
start_war Starts a war. X is a casus belli type, Y is the target character, Z i the (optional) claimant, W1, W2.... are targeted titles. If there are no title targets, the effect will pick one of possible title targets. start_war = { casus_belli/cb = X target = Y claimant = Z target_title = W1 target_title = W2 ... } character
stress_impact Stress impact according to specified traits (trait = value), use base = value for a base value that's always added Unspecified character
use_hook Uses a hook a character has (removes if weak, puts on cooldown if strong) use_hook = some_character character character
vassal_contract_decrease_obligation_level decrease the obligation level of the scoped character's vassal contract Unspecified character
vassal_contract_increase_obligation_level increase the obligation level of the scoped character's vassal contract Unspecified character
vassal_contract_set_obligation_level change the obligation level of the scoped character's vassal contract vassal_contract_set_obligation_level = { type = name level = 1 } # index to obligation level

vassal_contract_set_obligation_level = { type = name level = feudal_obligation_low }

character
visit_court_of Add the scope character as the target character's guest Unspecified character character
add_faction_discontent add_faction_discontent = X adds (or subtracts) discontent to the scope faction Unspecified faction
destroy_faction no] Unspecified faction
every_faction_county_member Iterate through all faction county members every_faction_county_member = { limit = { <triggers> } <effects> } faction landed title
every_faction_member Iterate through all faction character members every_faction_member = { limit = { <triggers> } <effects> } faction character
faction_remove_war Removes the war currently associated with the faction faction_remove_war = yes faction
faction_start_war The scope faction starts the war agains their target. faction_start_war = {
   title = [optional]

}

faction
ordered_faction_county_member Iterate through all faction county members ordered_faction_county_member = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

faction landed title
ordered_faction_member Iterate through all faction character members ordered_faction_member = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

faction character
random_faction_county_member Iterate through all faction county members random_faction_county_member = { limit = { <triggers> } (optional) weight = { mtth } <effects> } faction landed title
random_faction_member Iterate through all faction character members random_faction_member = { limit = { <triggers> } (optional) weight = { mtth } <effects> } faction character
remove_special_character Removes the special character for the scope faction Unspecified faction
remove_special_title Removes the special character for the scope faction Unspecified faction
set_special_character Sets the special character for the scope faction Unspecified faction character
set_special_title Sets the special title for the scope faction Unspecified faction landed title
add_attacker adds the target character to the scope war as an attacker Unspecified war character
add_defender adds the target character to the scope war as a defender Unspecified war character
end_war ends the war with the specified winner, end_war = attacker/defender/white_peace Unspecified war
every_war_attacker Iterate through all attackers in the war every_war_attacker = { limit = { <triggers> } <effects> } war character
every_war_defender Iterate through all defenders in the war every_war_defender = { limit = { <triggers> } <effects> } war character
every_war_participant Iterate through all participants in the war every_war_participant = { limit = { <triggers> } <effects> } war character
ordered_war_attacker Iterate through all attackers in the war ordered_war_attacker = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

war character
ordered_war_defender Iterate through all defenders in the war ordered_war_defender = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

war character
ordered_war_participant Iterate through all participants in the war ordered_war_participant = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

war character
random_war_attacker Iterate through all attackers in the war random_war_attacker = { limit = { <triggers> } (optional) weight = { mtth } <effects> } war character
random_war_defender Iterate through all defenders in the war random_war_defender = { limit = { <triggers> } (optional) weight = { mtth } <effects> } war character
random_war_participant Iterate through all participants in the war random_war_participant = { limit = { <triggers> } (optional) weight = { mtth } <effects> } war character
remove_participant removes the target character from the scope war Unspecified war character
set_called_to sets the target character as already called to the scope war Unspecified war character
set_casus_belli sets the casus belli of the scope war Unspecified war
activate_holy_site Activate an inactive holy site<faith_scope> = { activate_holy_site = <holy_site_name> } Unspecified faith
add_doctrine Add doctrine to faith<faith_scope> = { add_doctrine = <doctrine_name> } Unspecified faith
change_fervor Changes the fervor of the faith by the given value change_fervor = script value faith
every_defensive_great_holy_wars Iterate through all great holy wars this faith is defending against every_defensive_great_holy_wars = { limit = { <triggers> } <effects> } faith great holy war
every_faith_holy_order Iterate through all holy orders of the faith every_faith_holy_order = { limit = { <triggers> } <effects> } faith holy order
every_holy_site Iterate through all holy site baronies of a faith every_holy_site = { limit = { <triggers> } <effects> } faith landed title
ordered_defensive_great_holy_wars Iterate through all great holy wars this faith is defending against ordered_defensive_great_holy_wars = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

faith great holy war
ordered_faith_holy_order Iterate through all holy orders of the faith ordered_faith_holy_order = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

faith holy order
ordered_holy_site Iterate through all holy site baronies of a faith ordered_holy_site = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

faith landed title
random_defensive_great_holy_wars Iterate through all great holy wars this faith is defending against random_defensive_great_holy_wars = { limit = { <triggers> } (optional) weight = { mtth } <effects> } faith great holy war
random_faith_holy_order Iterate through all holy orders of the faith random_faith_holy_order = { limit = { <triggers> } (optional) weight = { mtth } <effects> } faith holy order
random_holy_site Iterate through all holy site baronies of a faith random_holy_site = { limit = { <triggers> } (optional) weight = { mtth } <effects> } faith landed title
remove_doctrine Remove doctrine from faith<faith_scope> = { remove_doctrine = <doctrine_name> } Unspecified faith
remove_religious_head_title Removes the religious head title of the faith remove_religious_head_title = yes faith
set_religious_head_title Sets the religious head title of the faith to the given title. set_religious_head_title = scope faith landed title
start_great_holy_war Starts a great holy war. start_great_holy_war = {target_character = someonetarget_title = some titledelay = script value # Number of days until the war should startwar = some war # Optional. Will make this a directed GHW instead of undirected, and tie it to this specific war} faith
set_add_claim_on_loss if set, any title losses will result in claims being added to the previous holder Unspecified title and vassal change
set_title_and_vassal_change_type Sets the type of change. Valid types: conquest, conquest_holy_war, conquest_claim, conquest_populist, inheritance, abdication, destroyed, created, usurped, granted, revoked, election, independency, returned, leased_out, lease_revoked, faction_demand, set_title_and_vassal_change_type = [type] title and vassal change
add_secret_participant Adds an participant to the secret Unspecified secret character
disable_exposure_by Forbids the target character from exposing the secret disable_exposure_by = target_character secret character
every_secret_knower Iterate through all characters who know the secret every_secret_knower = { limit = { <triggers> } <effects> } secret character
every_secret_participant Iterate through participants in a secret every_secret_participant = { limit = { <triggers> } <effects> } secret character
expose_secret Exposes the scope secret Unspecified secret character
ordered_secret_knower Iterate through all characters who know the secret ordered_secret_knower = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

secret character
ordered_secret_participant Iterate through participants in a secret ordered_secret_participant = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

secret character
random_secret_knower Iterate through all characters who know the secret random_secret_knower = { limit = { <triggers> } (optional) weight = { mtth } <effects> } secret character
random_secret_participant Iterate through participants in a secret random_secret_participant = { limit = { <triggers> } (optional) weight = { mtth } <effects> } secret character
remove_secret Removes the scope secret Unspecified secret
reveal_to Reveals the scope secret to the target character Unspecified secret character
set_secret_owner Sets a new owner for the secret Unspecified secret character
spend_by Spends the scope secret spend_by = target_character secret character
generate_coa Generates a coat of arms for the scoped landed title, dynasty or house generate_coa = yes landed title, dynasty, dynasty house
reset_coa Rest the coat of arms for the scoped landed title, dynasty or house to its template reset_coa = yes landed title, dynasty, dynasty house
set_coa Sets the coat of arms of a landed title, dynasty, or house to the right hand side coat of arms or that of an object of the same type set_coa = k_england

set_coa = scope:new_coa

landed title, dynasty, dynasty house
add_building Add building to the province<province> = { add_building = <building_name> } Unspecified province
add_building_slot Add building slot to the province Unspecified province
add_province_modifier Add a modifier to a province add_province_modifier = name

add_province_modifier = { modifier = name days/weeks/months/years = int }

province
add_special_building Add a special building to the province (will also add/change a special slot if needed) Unspecified province
add_special_building_slot Add a special building slot to the province<province> = { add_special_building_slot = <building_name> } Unspecified province
refill_garrison The scoped province gets its garrison refilled. refill_levy = yes/no Unspecified province
refill_levy The scoped province gets its levy refilled refill_levy = yes/no province
remove_all_province_modifier_instances Remove all instances of a modifier from a province remove_all_province_modifier_instances = name province
remove_province_modifier Remove a modifier from a province remove_province_modifier = name province
set_holding_type Changes the scoped province's holding to another type, removing all buildings that are invalid for the new holding. This might also allow to construct a new holding in an empty province, but it is untested. set_holding_type = holding_typr province
spawn_activity spawns an activity, spawn_activity = { owner = X type = Y days/months/years = Z }, Z is expiration time can be a value or an inclusive "{A B}" interval from which the value will be picked Unspecified province
every_leased_title Iterate through all titles leased to a holy order every_leased_title = { limit = { <triggers> } <effects> } holy order landed title
ordered_leased_title Iterate through all titles leased to a holy order ordered_leased_title = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

holy order landed title
random_leased_title Iterate through all titles leased to a holy order random_leased_title = { limit = { <triggers> } (optional) weight = { mtth } <effects> } holy order landed title
accept_invitation_for_character accept a characters invitation to the activity Unspecified activity character
decline_invitation_for_character decline a characters invitation to the activity Unspecified activity character
every_activity_declined Iterate through all characters who declined an activity invite to a specific activity every_activity_declined = { limit = { <triggers> } <effects> } activity character
every_activity_invited Iterate through all characters who have unanswered invites to a specific activity every_activity_invited = { limit = { <triggers> } <effects> } activity character
every_participant Iterate through all participants in an activity every_participant = { limit = { <triggers> } <effects> } activity character
invite_character_to_activity invite a character to the activity Unspecified activity character
ordered_activity_declined Iterate through all characters who declined an activity invite to a specific activity ordered_activity_declined = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

activity character
ordered_activity_invited Iterate through all characters who have unanswered invites to a specific activity ordered_activity_invited = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

activity character
ordered_participant Iterate through all participants in an activity ordered_participant = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

activity character
random_activity_declined Iterate through all characters who declined an activity invite to a specific activity random_activity_declined = { limit = { <triggers> } (optional) weight = { mtth } <effects> } activity character
random_activity_invited Iterate through all characters who have unanswered invites to a specific activity random_activity_invited = { limit = { <triggers> } (optional) weight = { mtth } <effects> } activity character
random_participant Iterate through all participants in an activity random_participant = { limit = { <triggers> } (optional) weight = { mtth } <effects> } activity character
add_from_contribution_attackers Adds prestige, gold and piety based on contribution to allied attackers. parameters: prestige, gold, piety. Unspecified casus belli
add_from_contribution_defenders Adds prestige, gold and piety based on contribution to allied defenders. parameters: prestige, gold, piety. Unspecified casus belli
every_target_title Iterate through all casus belli's target titles every_target_title = { limit = { <triggers> } <effects> } casus belli landed title
ordered_target_title Iterate through all casus belli's target titles ordered_target_title = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

casus belli landed title
random_target_title Iterate through all casus belli's target titles random_target_title = { limit = { <triggers> } (optional) weight = { mtth } <effects> } casus belli landed title
assign_commander Assign a commander for the scoped army assign_commander = scope:a_character army character
remove_commander Removes the currently assigned commander from the scoped army remove_commander = yes army
add_diplomacy_skill Adds diplomacy skill Unspecified none
add_focus_progress Adds focus progress Unspecified none
add_internal_flag adds effect to be read internally (no effect in the gamestate) Unspecified none
add_intrigue_skill Adds intrigue skill Unspecified none
add_learning_skill Adds learning skill Unspecified none
add_martial_skill Adds martial skill Unspecified none
add_prowess_skill Adds prowess skill Unspecified none
add_stewardship_skill Adds stewardship skill Unspecified none
add_title_law add law to scoped title, overriding any current law from the same group. DOES NOT apply law change costs and effects. add_title_law = princely_elective_succession_law none
add_title_law_effects Add law to scoped title, overriding any current law from the same group. DOES apply law change costs and effects. Unspecified none
add_to_global_variable_list Adds the event target to a variable list. X is the name of the variable. Y is an event target. add_to_variable_list = { name = X target = Y } none
add_to_list Adds the current scope to an arbitrarily-named list (or creates the list if not already present) to be referenced later in the (unbroken) event chain add_to_list = <string> NOTE, if adding a permanent target to a temporary list, the whole list becomes permanent none
add_to_local_variable_list Adds the event target to a variable list. X is the name of the variable. Y is an event target. add_to_variable_list = { name = X target = Y } none
add_to_temporary_list Adds the current scope to an arbitrarily-named list (or creates the list if not already present) to be referenced later in the same effect add_to_temporary_list = <string> NOTE, if adding a temporary target to a permanent list, the list will stay permanent none
add_to_variable_list Adds the event target to a variable list. X is the name of the variable. Y is an event target. add_to_variable_list = { name = X target = Y } none
assert_if Conditionally cause an assert during run time, X is a trigger and Y is an optional string assert_if = { limit = { X } text = Y } none
assert_read Conditionally cause an assert during read time assert_read = X, X is yes or the string to be printed in the assert none
break_betrothal Breaks the betrothal between the scope character to the target character break_betrothal = target none character
break_if conditionally break execution of effects, break_if = { X }, X is a trigger Unspecified none
change_global_variable Changes the value or a numeric variable

Where X is the name of the numeric variable to modify Where the valid operations are add, subtract, multiply, divide and modulo Y is a fixed point value, script value or event target of a value type

change_variable = { name = X operation = Y } none
change_local_variable - Changes the value or a numeric variable

Where X is the name of the numeric variable to modify Where the valid operations are add, subtract, multiply, divide and modulo Y is a fixed point value, script value or event target of a value type

change_variable = { name = X operation = Y } none
change_title_holder Changes Title Holder.

holder = 'Character that should get the title' change = 'previously created title_and_vassal_change', adds a title change, will not transfer vassalstake_baronies = yes # Optional; if set, will cause baronies to be taken (rather than vassalized) as well if this title is a countygovernment_base = character # Optional, if the character getting the title was unlanded, their new government will be based on the government of government_base. If no government_base is specified, the government will be based on holder's government.

change_title_holder = {

holder = change = }

none
change_title_holder_include_vassals Changes Title Holder.

holder = 'Character that should get the title' change = 'previously created title_and_vassal_change', adds a title change, will transfer vassalstake_baronies = yes # Optional; if set, will cause baronies to be taken (rather than vassalized) as well if this title is a countygovernment_base = character # Optional, if the character getting the title was unlanded, their new government will be based on the government of government_base. If no government_base is specified, the government will be based on holder's government.

change_title_holder_include_vassals = {

holder = change = }

none
change_trait_rank Changes the trait rank = { trait = trait_group rank = change max = maximum new rank } Unspecified none
change_variable Changes the value or a numeric variable

Where X is the name of the numeric variable to modify Where the valid operations are add, subtract, multiply, divide and modulo Y is a fixed point value, script value or event target of a value type

change_variable = { name = X operation = Y } none
clamp_global_variable Clamps a variable the specified max and min

Where X is the name of the variable Where Y and Z are script values

clamp_variable = { name = X max = Y min = Z } none
clamp_local_variable Clamps a variable the specified max and min

Where X is the name of the variable Where Y and Z are script values

clamp_variable = { name = X max = Y min = Z } none
clamp_variable Clamps a variable the specified max and min

Where X is the name of the variable Where Y and Z are script values

clamp_variable = { name = X max = Y min = Z } none
clear_global_variable_list Empties the list clear_global_variable_list = variable_name none
clear_local_variable_list Empties the list clear_local_variable_list = variable_name none
clear_saved_scope Clears a saved scope from the top scope clear_saved_scope = cool_scope none
clear_variable_list Empties the list clear_variable_list = variable_name none
close_all_views Closes all views close_all_views = yes none
close_view Tries to close the defined view. Take care to set player if effect is executed not through UI but through synchronized code. Else all the window will open for all players. close_view = {
   view = <view name>
   player = scope:character # optional, else closes for all players who execute the effect

} close_view = <view name>

none
complete_activity completes the activity, complete_activity = yes ends the activity and runs the on_complete effect, complete_activity = no ends the activity without running the effect Unspecified none
create_betrothal Betroth the scope character to the target character, create_betrothal = target (at least one of the characters need to not be adult) Unspecified none character
create_betrothal_matrilineal Betroth the scope character to the target character matrilineally, create_betrothal_matrilineal = target (at least one of the characters need to not be adult) Unspecified none character
create_character Creates a character create_character = {

save_event_target_as = flag #save the character as an event target save_temporary_event_target_as = flag #save the character as a temporary event target name = age = gender = male/female/character scope gender_female_chance = script_value #Range (0..100) opposite_gender = character scope trait = #add this trait random_traits_list = { count = { 1 5 } traitID = { some triggers } traitID = { some triggers } } #A number of traits specified by count (1 if not specified) will be picked from the traits that have their triggers met. Scopes are the same as where create_character is used. More than one grouping like this can be defined random_traits = yes/no health = fertility = mother = father = real_father = #(should only be set if the real father is not the same as father=) employer = #will end up in this court, will become a pool character unless specified or father/mother is landed location = #pool province; mutually exclusive with employer template_character = faith, culture and dynasty are set from 1. template_character 2. father 3. mother 4. employer (not employer for dynasty) unless specified directly faith = faith tag OR a faith scope random_faith = { catholic = { some triggers } cathar = { some triggers }. Random one where the triggers are met will be picked. Scopes are the same as where create_character is used random_faith_in_religion = religion tag OR a faith scope (there's no religion scope) culture = culture name OR a culture scope random_culture = { norse = { some triggers } norwegian = { some triggers }. Random one where the triggers are met will be picked. Scopes are the same as where create_character is used random_culture_in_group = culture group name OR a culture scope (there's no group scope) dynasty_house = dynasty house name OR a dynasty house scope dynasty = generate/inherit/none - What to do if dynasty_house is not specified. generate by default. martial/diplomacy/intrigue... = will get random unless specified after_creation = { some effects } run after character is created. Scope starts off in the character, with the scope it was created in as PREV, and the same top scope and saved targets etc.

none
create_dynamic_title Creates a dynamic title. The title will be saved to scope:new_titleusage: create_dynamic_title = {

tier = <tier> name = key/dynamic description adjective = key/dynamic description (optional; name used if not specified)}

none
create_holy_order Create a new holy order create_holy_order = {
   leader = scope:a_character
   capital = scope:a_barony_title
   save_scope_as/save_temporary_scope_as = new_holy_order # optional way to get a reference to the new holy order

}

none
create_title_and_vassal_change starts a title and vassal change and saves it as a temporary event target Unspecified none
custom_description Wraps effects that get a custom description instead of the auto-generated one custom_description = {

text = <effect_localization_key> subject = <optional subject scope> #defaults to current scope object = <optional object scope> value = <optional script value> ... effects ... }

none
custom_description_no_bullet Wraps effects that get a custom description instead of the auto-generated one. Also ensures no bullet point appears custom_description_no_bullet = {

text = <effect_localization_key> subject = <optional subject scope> #defaults to current scope object = <optional object scope> value = <optional script value> ... effects ... }

none
custom_label just a tooltip, the scope as object (for grouping, localization) Unspecified none
custom_tooltip just a tooltip, the scope as subject (for grouping, localization) Unspecified none
debug_log Log a string to the debug log when this effect executes, debug_log = message, the message can be a localization string with ROOT, SCOPE and PREV available Unspecified none
debug_log_date Logs the current date to the debug.log Unspecified none
debug_log_scopes Log the current scope to the debug log when this effect executes yes = full scope info, no=only current scope Unspecified none
divorce Divorces the scope character from the target character. divorce = target none character
duel duel effect that selects an effect based on comparing specified skill of a character to a value or another character's skill. Alternatively, the compare value can be scripted completely

Where X is the skill to compare, Y is the target character (requires skill to be set) or integer value Z (works with or without the skill), the rest of the effect is the same as random_list If the skill is unspecified, the effect needs a value Z (which can use scripted math) which it will then use as the duel vlue directly If localization = W is specified, the effect localization W will be used (entry in effect_localization database, not a localization key directly) The skill difference (or scripted duel value) is available as scope:duel_value inside the outcome entries, the duel target is accessible as scope:duel_target Valid skill, target, combinations: skill + target, skill + value, only value Since there is now no automatic weighting, we should be using weight numbers in a comparable range to the scope:duel_value value. Since that will always be between -20 and 20 (unless you do something very unusual), and typically in a more narrow range than that, we should stick to those ranges. Only use larger weights if you want the duel_value to have a smaller impact on the weighting, and only use smaller weights if you want the duel_value to have a huge impact on the weighting. In addition, it is fully possible for the compare_modifier to reduce the weight to 0, which would mean that it will not be possible to happen at all. I've requested code support to make it so that we can define min and max values for weights, but until further notice we should use ranges that are guaranteed to not hit 0, or include min values in the compare_modifier itself. Lastly, remember that if you want the outcome of a duel to scale linearly from (almost) 0% to (almost) 100%, the duel_value should be applied 50% to the good outcome, and -50% to the bad outcome. If you only apply it on one side, you will retain a (presumably significant) chunk of chance for the other outcome.

duel = {
   skill = X
   target = Y
   value = Z
   localization = W
   ... random list body

}

none
every_barony Iterate through all baronies in the game every_barony = { limit = { <triggers> } <effects> } none landed title
every_county Iterate through all counties in the game every_county = { limit = { <triggers> } <effects> } none landed title
every_county_in_region Iterate through all counties in the region. Put 'region = region_name' inside it every_county_in_region = { limit = { <triggers> } <effects> } none landed title
every_duchy Iterate through all duchies in the game every_duchy = { limit = { <triggers> } <effects> } none landed title
every_empire Iterate through all empires in the game every_empire = { limit = { <triggers> } <effects> } none landed title
every_in_global_list Iterate through all items in global list. list = name or variable = name every_in_global_list = { limit = { <triggers> } <effects> } none
every_in_list Iterate through all items in list. list = name or variable = name every_in_list = { limit = { <triggers> } <effects> } none
every_in_local_list Iterate through all items in local list. list = name or variable = name every_in_local_list = { limit = { <triggers> } <effects> } none
every_independent_ruler Independent rulers list with a COUNT tier o above every_independent_ruler = { limit = { <triggers> } <effects> } none character
every_kingdom Iterate through all kingdoms in the game every_kingdom = { limit = { <triggers> } <effects> } none landed title
every_living_character Iterate through all living characters every_living_character = { limit = { <triggers> } <effects> } none character
every_player Iterate through all player characters every_player = { limit = { <triggers> } <effects> } none character
every_pool_character Iterate through all characters in the pool of the given province every_pool_character = { limit = { <triggers> } <effects> } none character
every_province Iterate through all provinces (skips non-land and impassable provinces) every_province = { limit = { <triggers> } <effects> } none province
every_religion_global Iterate through all religions in the game every_religion_global = { limit = { <triggers> } <effects> } none religion
every_ruler Rulers list with a COUNT tier o above every_ruler = { limit = { <triggers> } <effects> } none character
hidden_effect Effect not shown in tooltips Unspecified none
multiply_focus_progress Multiplies focus progress Unspecified none
open_interaction_window Tries to open the defined view. open_interaction_window = {

interaction = interaction_key - the interaction object key to open redirect = [yes|no] - yes by default, redirect the actor and recipients ( only works if secondary_actor and secondary_recipient are not setup or are invalid) actor = character_actor - must be defined, must coincide with the current player recipient = character_actor - must be defined secondary_actor = character_secontary_actor - optional secondary_recipient = character_secondary_recipient - optional

none
open_view Tries to open the defined view without scope data.

Take care to set player if effect is executed not through UI but through synchronized code. Else all the window will open for all players.

open_view = {
   view = <view name>
   view_message = <view specific instruction> # optional
   player = scope:character # optional, else shows for all players who execute the effect

}simplified: open_view = <view name>

none
open_view_data Tries to open the defined view with scope data.

Take care to set player if effect is executed not through UI but through synchronized code. Else all the window will open for all players. open_view_data = {

   view = <view name>
   view_message = <view specific instruction> # optional
   player = scope:character # optional, else shows for all players who execute the effect

} open_view_data = <view name> for example: scope:faith = { open_view_data = faith_conversion }

none
ordered_barony Iterate through all baronies in the game ordered_barony = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

none landed title
ordered_county Iterate through all counties in the game ordered_county = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

none landed title
ordered_county_in_region Iterate through all counties in the region. Put 'region = region_name' inside it ordered_county_in_region = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

none landed title
ordered_duchy Iterate through all duchies in the game ordered_duchy = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

none landed title
ordered_empire Iterate through all empires in the game ordered_empire = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

none landed title
ordered_in_global_list Iterate through all items in global list. list = name or variable = name ordered_in_global_list = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

none
ordered_in_list Iterate through all items in list. list = name or variable = name ordered_in_list = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

none
ordered_in_local_list Iterate through all items in local list. list = name or variable = name ordered_in_local_list = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

none
ordered_independent_ruler Independent rulers list with a COUNT tier o above ordered_independent_ruler = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

none character
ordered_kingdom Iterate through all kingdoms in the game ordered_kingdom = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

none landed title
ordered_living_character Iterate through all living characters ordered_living_character = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

none character
ordered_player Iterate through all player characters ordered_player = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

none character
ordered_pool_character Iterate through all characters in the pool of the given province ordered_pool_character = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

none character
ordered_province Iterate through all provinces (skips non-land and impassable provinces) ordered_province = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

none province
ordered_religion_global Iterate through all religions in the game ordered_religion_global = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

none religion
ordered_ruler Rulers list with a COUNT tier o above ordered_ruler = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

none character
pan_camera_to_province Pans the camera to the specified province pan_camera_to_province = scope:army.location none province
pan_camera_to_title Pans the camera to the specified title pan_camera_to_title = capital_barony none landed title
random A random effect. X is a chance of the enclosed effects being fired and can be modified by optional value modifier list (AKA MTTH) Y random = { chance = X modifier = Y effects... } none
random_barony Iterate through all baronies in the game random_barony = { limit = { <triggers> } (optional) weight = { mtth } <effects> } none landed title
random_county Iterate through all counties in the game random_county = { limit = { <triggers> } (optional) weight = { mtth } <effects> } none landed title
random_county_in_region Iterate through all counties in the region. Put 'region = region_name' inside it random_county_in_region = { limit = { <triggers> } (optional) weight = { mtth } <effects> } none landed title
random_duchy Iterate through all duchies in the game random_duchy = { limit = { <triggers> } (optional) weight = { mtth } <effects> } none landed title
random_empire Iterate through all empires in the game random_empire = { limit = { <triggers> } (optional) weight = { mtth } <effects> } none landed title
random_in_global_list Iterate through all items in global list. list = name or variable = name random_in_global_list = { limit = { <triggers> } (optional) weight = { mtth } <effects> } none
random_in_list Iterate through all items in list. list = name or variable = name random_in_list = { limit = { <triggers> } (optional) weight = { mtth } <effects> } none
random_in_local_list Iterate through all items in local list. list = name or variable = name random_in_local_list = { limit = { <triggers> } (optional) weight = { mtth } <effects> } none
random_independent_ruler Independent rulers list with a COUNT tier o above random_independent_ruler = { limit = { <triggers> } (optional) weight = { mtth } <effects> } none character
random_kingdom Iterate through all kingdoms in the game random_kingdom = { limit = { <triggers> } (optional) weight = { mtth } <effects> } none landed title
random_list a random list effect random_list = { X1 = { trigger = { enables/disable this effect} modifier/compare_modifier/opinion_modifier = Y1 effect1 } X2 = { trigger = { enables/disable this effect} modifier/compare_modifier/opinion_modifier = Y2 effect2 } ... }

Selects one effect from the list and fires it. The effects are weighted by numbers X1, X2... (the higher the number, the higher the chance of the effect being picked). The chances can be modified by optional value modifier lists Y1, Y2... (AKA MTTH)

none
random_living_character Iterate through all living characters random_living_character = { limit = { <triggers> } (optional) weight = { mtth } <effects> } none character
random_log_scopes Log the current scope to the random log when this effect executes. Only use temprorarily for debugging purposes as it can introduce localized strings into the random log. yes = full scope info, no=only current scope Unspecified none
random_player Iterate through all player characters random_player = { limit = { <triggers> } (optional) weight = { mtth } <effects> } none character
random_pool_character Iterate through all characters in the pool of the given province random_pool_character = { limit = { <triggers> } (optional) weight = { mtth } <effects> } none character
random_province Iterate through all provinces (skips non-land and impassable provinces) random_province = { limit = { <triggers> } (optional) weight = { mtth } <effects> } none province
random_religion_global Iterate through all religions in the game random_religion_global = { limit = { <triggers> } (optional) weight = { mtth } <effects> } none religion
random_ruler Rulers list with a COUNT tier o above random_ruler = { limit = { <triggers> } (optional) weight = { mtth } <effects> } none character
remove_from_list Removes the current scope from a named list remove_from_list = <string> Unspecified none
remove_global_variable Removes a variable remove_global_variable = variable_name none
remove_list_global_variable Removes the target from a variable list

Where X is the name of the variable Y is an event target

remove_list_global_variable = { name = X target = Y } none
remove_list_local_variable Removes the target from a variable list

Where X is the name of the variable Y is an event target

remove_list_local_variable = { name = X target = Y } none
remove_list_variable Removes the target from a variable list

Where X is the name of the variable Y is an event target

remove_list_variable = { name = X target = Y } none
remove_title_law remove law from scoped title. This will leave the law group empty, so only do this if you're getting rid of a law group. DOES NOT apply law removal costs and effects. remove_title_law = princely_elective_succession_law none
remove_variable Removes a variable. Local or Global remove_variable = variable_name none
resolve_title_and_vassal_change Execute and destory the target title and vassal change, the change cannot be used after calling this effect resolve_title_and_vassal_change = scope:change none title and vassal change
clamp_variable Rounds a variable (global or loval) to the nearest specified value

Where X is the name of the variable Y is a script value

clamp_variable = { name = X nearest = Y } none
save_scope_as Saves the current scope as an arbitrarily-named target to be referenced later in the (unbroken) event chain save_event_target_as = <string> none
save_scope_value_as Saves a numerical or bool value as an arbitrarily-named target to be referenced later in the (unbroken) event chain save_scope_value_as = { name = <string> value = x } none
save_temporary_scope_as Saves the current scope as an arbitrarily-named temporary target to be referenced later in the same effect save_temporary_event_target_as = <string> none
save_temporary_scope_value_as Saves a numerical or bool value as an arbitrarily-named temporary target to be referenced later in the same effect save_temporary_scope_value_as = { name = <string> value = x } none
set_focus_progress Sets focus progress Unspecified none
set_generated_asexuality_chance Sets the chance for a generated character to be asexual set_generated_asexuality_chance = 20 none
set_generated_bisexuality_chance Sets the chance for a generated character to be bisexual set_generated_bisexuality_chance = 20 none
set_generated_homosexuality_chance Sets the chance for a generated character to be homosexual set_generated_homosexuality_chance = 20 none
set_trait_rank Sets the trait rank = { trait = trait_group rank = new rank } Unspecified none
set_variable Sets a variable. Either global or local.

Where X is the name of the variable used to then access it Y is any event target, bool, value, script value or flag (flag:W) An optional days where Z is the number of days or script value This variable will be accessible with <type_>var:X. With type being in a scope object or in a top scope

set_variable = { name = X value = Y days = Z } none
setup_claim_cb this effect will add a scope:cb_prestige_factor with a value based on what's being taken civil_war = yes # Will vassalize people based on their capital location rather than being fully contained. Won't steal land from people not vassalized setup_claim_cb = {
attacker = scope:attacker
defender = scope:defender
claimant = scope:claimant
change = scope:change victory = yes/no
take_occupied = yes/no

}

none
setup_de_jure_cb this effect will add a scope:cb_prestige_factor with a value based on what's being taken setup_de_jure_cb = {
attacker = scope:attacker
defender = scope:defender
change = scope:change
victory = yes/no
title = some title - Optional; will make it target a specific dejure title rather than *everything* that is dejure the attacker's

}

none
setup_invasion_cb this effect will add a scope:cb_prestige_factor with a value based on what's being taken setup_invasion_cb = {
attacker = scope:attacker
defender = scope:defender
change = scope:change victory = yes/no
take_occupied = yes/no

}

none
show_as_tooltip Effect only shown in tooltips (but not executed) Unspecified none
start_tutorial_lesson Starts the tutorial lesson with the given key. Does nothing if the tutorial is not running, the lesson is completed (or already running), or the lesson cannot be triggered (e.g. trigger fails) Unspecified none
switch Switch on a trigger for the evaluation of another trigger with an optional fallback trigger. switch = {

trigger = simple_assign_trigger case_1 = { <effects> } case_2 = { <effects> } case_n = { <effects> } fallback = { <effects> }

none
trigger_event triggers an event or on_action trigger_event = { id = X days/months/years = Y } (for events)

or trigger_event = { on_action = X days/months/years = Y } (for on_actions) Days/months/years are optional and equal to 0 if not specified. If specified, Y can be a value or an inclusive interval "{ A B }" from which the duration will be picked randomly.

none
try_create_important_action Tries to create an important action notification. Will keep the current one if already exists. try_create_important_action

important_action_type = important_action_type_key - the important action object key to create. Must be defined. actor = character_actor - optional, can be used by the important action effect recipient = character_actor - optional, can be used by the important action effect secondary_actor = character_secontary_actor - optional, can be used by the important action effect secondary_recipient = character_secondary_recipient - optional, can be used by the important action effect landed_title = landed_title optional, can be used by the important action effect

Unspecified none
try_create_suggestion Tries to create an suggestuib notification. Will keep the current one if already exists. try_create_suggestion

suggestion_type = suggestion_type_key - the suggestion action object key to create. Must be defined. actor = character_actor - optional, can be used by the suggestion effect recipient = character_actor - optional, can be used by the suggestion effect secondary_actor = character_secontary_actor - optional, can be used by the suggestion effect secondary_recipient = character_secondary_recipient - optional, can be used by the suggestion effect landed_title = landed_title optional, can be used by the suggestion effect

Unspecified none
battle_event Makes a battle event show up in combat, and the combat result summary. The key is used for loc, with '_friendly' or '_enemy' appended. If this side is not the player's side, the two portraits get flipped battle_event = { left_portrait = someone right_portrait = someone key = string } combat side
every_side_commander Iterate through all commanders (the commanders of every army on the side, not just the one leading the battle) every_side_commander = { limit = { <triggers> } <effects> } combat side character
every_side_knight Iterate through all knights every_side_knight = { limit = { <triggers> } <effects> } combat side character
lose_combat ends the combat as the losing side (doesn't end the combat if evaluated to false) Unspecified combat side
ordered_side_commander Iterate through all commanders (the commanders of every army on the side, not just the one leading the battle) ordered_side_commander = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

combat side character
ordered_side_knight Iterate through all knights ordered_side_knight = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

combat side character
random_side_commander Iterate through all commanders (the commanders of every army on the side, not just the one leading the battle) random_side_commander = { limit = { <triggers> } (optional) weight = { mtth } <effects> } combat side character
random_side_knight Iterate through all knights random_side_knight = { limit = { <triggers> } (optional) weight = { mtth } <effects> } combat side character
win_combat ends the combat as the winning side (doesn't end the combat if evaluated to false) Unspecified combat side
change_war_chest_gold Changes the amount of gold in the war chest by the given amount change_war_chest_gold = script value great holy war
change_war_chest_piety Changes the amount of piety in the war chest by the given amount change_war_chest_piety = script value great holy war
change_war_chest_prestige Changes the amount of prestige in the war chest by the given amount change_war_chest_prestige = script value great holy war
divide_war_chest The scoped GHW gives out its war-chest in full or in part. divide_war_chest = {

defenders = yes (default to attackers instead) faction = script value (default 1 for 100%) gold = no (default = yes) piety = no (default = yes) prestige = no (default = yes) }

great holy war
do_ghw_title_handout Hands out titles in the target kingdom to the GHW attacker beneficiaries. do_ghw_title_handout = scope:title_and_vassal_change great holy war title and vassal change
every_pledged_attacker Iterate through all pledged attackers within a great holy war every_pledged_attacker = { limit = { <triggers> } <effects> } great holy war character
every_pledged_defender Iterate through all pledged defenders within a great holy war every_pledged_defender = { limit = { <triggers> } <effects> } great holy war character
ordered_pledged_attacker Iterate through all pledged attackers within a great holy war ordered_pledged_attacker = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

great holy war character
ordered_pledged_defender Iterate through all pledged defenders within a great holy war ordered_pledged_defender = {

limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> }

great holy war character
pledge_attacker The target character pledges themselves as an attacker in the GHW. Must be of the same faith as the GHW declarer. pledge_attacker = some character Unspecified great holy war character
pledge_defender The target character pledges themselves as a defender in the GHW. Must be of the same faith as the GHW target. pledge_defender = some character great holy war character
random_pledged_attacker Iterate through all pledged attackers within a great holy war random_pledged_attacker = { limit = { <triggers> } (optional) weight = { mtth } <effects> } great holy war character
random_pledged_defender Iterate through all pledged defenders within a great holy war random_pledged_defender = { limit = { <triggers> } (optional) weight = { mtth } <effects> } great holy war character
reset_designated_winner The GHW stops having a designated winner reset_designated_winner = yes great holy war
set_designated_winner The target character becomes the designated winner of the GHW. set_designated_winner = some character great holy war character
set_great_holy_war_target Sets the target of the great holy war. set_great_holy_war_target = { target_character = someone target_title = some title } great holy war
set_war_declarer The target character becomes the character that should declare war instead of the religious head set_war_declarer = some character great holy war character
start_ghw_war Starts the GHW war start_ghw_war = undirected_great_holy_war great holy war
unpledge_attacker The target character removes their pledge as an attacker in the GHW. unpledge_attacker = some character Unspecified great holy war character
unpledge_defender The target character removes their pledge as a defender in the GHW unpledge_defender = some character great holy war character