How To Create A Faction In Hoi4

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Effects (also known as Commands) are used in order to affect the game dynamically from within a specific scope. Effects are used throughout the game in numerous scopes, most commonly National Focuses, Events and Decisions. See Variables for information on the variable effects. Note that certain effects may take a value from a variable, i.e.

  1. How To Create A Faction In Hoi4 4
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Hello, I'm playing Poland, and I want to make own faction with Czechoslovakia, Romania, and Baltic States, but when I'm going to a diplomatic menu with these countries option 'Create Faction' is locked because I need a national spirit. And there is a problem, which national spirit? When I checked all of these no any national spirit allowed me to create factions, there was only one to create a faction with Baltic States, but I went the wrong branch of my political national spirits. I don't know how to do it completely. I hope that someone will help me.

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Effects (also known as Commands) are used in order to affect the game dynamically from within a specific scope.

Effects are used throughout the game in numerous scopes, most commonly National Focuses, Events and Decisions.

See Variables for information on the variable effects.

Note that certain effects may take a value from a variable, i.e.

add_manpower = var:my_var.

This is noted by <variable> in an effect's parameters.

  • 2Any Scope
  • 3Country Scope
  • 4State Scope
  • 5Unit Leader Scope
  • 6Flow Control

New Man the Guns Effects[edit]

NameParametersExamplesDescriptionNotesVersion Added
remove_decisionAllows to remove specified decision without running remove_effect.remove_decision = GER_MEPORemoves a decision.1.6
swap_ruler_traitsSimilar to swap_ideas. Removes one trait and adds another.swap_ruler_traits = { remove = <trait> add = <trait> }Swaps traits.1.6

remove_exile_tag

Remove the exile tag on a army leader, making them no longer be considered exile leaders.remove_exile_tag = { USA = 'Arturo Rawson' }Removes a leaders exile tag.1.6
add_legitimacyAdds legitimacy to a government in exile.add_legitimacy = 10Adds legitimacy.1.6

set_legitimacy

Sets the legitimacy of governments in exile.set_legitimacy= { POL = 1.0 }Sets legitimacy.1.6
become_exiled_inMakes a country a government in exile in a set country, with a set starting legitimacy.become_exiled_in = { target = <Host tag> legitimacy = <0-1> starting legitimacy }Creates a government in exile.Must be fired from ROOT, the country that should be exiled, or a TAG specification must be used.1.6
end_exileEnds a government in exile.end_exileEnds a government in exile.1.6
add_province_modifierAdds a province modifier.add_province_modifier = { 5246 = mud }Adds a province modifier.New modifiers can be created in the 'weather.txt' file.1.6
remove_province_modifierRemoves a province modifier.remove_province_modifier = { 5246 = mud }Removes a province modifier.New modifiers can be created in the 'weather.txt' file.1.6
set_faction_nameSets a faction name as the loc name.set_faction_name = SOME_LOC_KEYChanges faction names.1.6
add_nuclear_bombsAdds nuclear bomb to TAG's stockpile.add_nuclear_bombs = 100Adds specified number of nukes to the country's stockpileNeeds the Nuke tech to use.1.6
launch_nukeNukes a province.

launch_nuke = {
province = 42
state = 42
controller = GER
use_nuke = yes
}

Nukes a province.

When using state it nukes a random province in said state, with a preference to enemy occupied provinces.

Requires Nuke tech and nukes. Removes a nuke from stockpile when used.1.6
inherit_technologyTransfers all of a nations techs to a specified tag.inherit_technology = CANTransfers tech.Useful in civil wars and when countries split. The scoped country inherits the techs from the targeted TAG so be careful with the scope.1.6
set_fuel_ratioSet country's current fuel ratio relative to its capacity.set_fuel_ratioSets country's current fuel ratio.1.6
add_minesAdd mines to a strategic region for the current country.add_mines = { region = 42 mines = 100 }Add mines to a strategic region.

1.6

give_resource_rightsGives resource rightsgive_resource_rights = { receiver = ENG state = 291 }Gives all the resources of a state to the target countrysee 04_mtg_on_actions1.6
remove_resource_rightsRemoves resource rightsENG = { remove_resource_rights = 477 }Removes given resource rights1.6

Any Scope[edit]

Can be used in country, state or unit leader scopes.

General[edit]

NameParametersExamplesDescriptionNotesVersion Added
set_global_flag<flag>
An unique string to identify the global flag with.
set_global_flag = my_flagDefines a global flag.1.0
clr_global_flag<flag>
The unique string of a global flag to clear.
clr_global_flag = my_flagClears a defined global flag.1.0
modify_global_flagflag = <flag>
The global flag to modify.

value = <value>
The value to set it to: 0 or 1

Modifies a global flag.Use variables instead.1.0
custom_effect_tooltip<string>
An localized string to display in the tooltip.
custom_effect_tooltip = my_tooltip_ttDisplays a localized key in the effect tooltip.1.0
log<string>
An string to in the game.log
log = 'myVariable: [?myVariable]'Displays a string in the game.log when executed.Accepts all localization commands (i.e. [Root.GetName], etc)1.5
save_event_target_as<string>
An unique string to identify the event target with.
Saves the current scope as a key. Is cleared once execution ends (i.e. end of event).Use event_target:<key> to access the scope.
Do not use in Scripted GUIs.
1.0
save_global_event_target_as<string>
An unique string to identify the global event target with.
Saves the current scope as a key. Persists after execution until cleared via effect.Use event_target:<key> to access the scope.
Do not use in Scripted GUIs.
1.0
clear_global_event_target<string>
The unique string of the global event target to clear.
clear_global_event_target = my_countryClears a specific global event target.1.0
clear_global_event_targetsyes
Boolean.
clear_global_event_targets = yesClears all global event targets.1.0
breakNonebreakStops execution of effects in current scope.1.0
sound_effect<string>
A sound reference from an .asset file.
sound_effect = 'boom'Plays the specified sound once.1.0
randomize_weather<int>
A seed integer.
randomize_weather = 12345Randomizes the weather with the specified seed.1.0
set_province_nameid = <id>
The id of the province to be changed.

name = <string>
The name to change the province to.

Changes the specified province's name to the specified name.1.3
reset_province_name<id>
The id of the province to reset.
Resets the specified province's name.1.3
goto_province<id>
The id of the province go to.
Moves the camera position over the specified province.1.0
goto_state<scope> / <variable>
The id of the state go to.
Moves the camera position over the specified state.1.0
change_tag_from<scope> / <variable>
The country to change from.
Changes the player to the current scope from the target scope.The country the player becomes needs to be the scope in which the command is used.1.0
add_region_efficiency1.5

Border War[edit]

NameParametersExamplesDescriptionNotesVersion Added
start_border_warchange_state_after_war = <bool>
Whether the state changes hands after the war.

Attacker scope
state = <id> / <variable>
The attacker state.
num_provinces = <id>
The number of provinces used in the state.
on_win = <id>
The event to fire for the attacker on a win.
on_lose = <id>
The event to fire for the attacker on a loss.
on_cancel= <id>
The event to fire for the attacker on a draw.
Defender scope
state = <id> / <variable>
The defender state.
num_provinces = <id>
The number of provinces used in the state.
on_win = <id>
The event to fire for the defender on a win.
on_lose = <id>
The event to fire for the defender on a loss.
on_cancel= <id>
The event to fire for the defender on a draw.

Starts a border war for the specified attacker and defender. The participating countries are the owners of the specified states.1.5
set_border_war_dataattacker = <id> / <variable>
The attacker state.

defender = <id> / <variable>
The defender state.
attacker_modifier = <id> / <variable>
The modifier applied to attacker strength.
defender_modifier = <id> / <variable>
The modifier applied to attacker strength.
combat_width = <id> / <variable>
The combat width used in the border war battle.

Sets the bonuses or penalties for the attacker and defender in an on-going border war. Used after start_border_war.1.5
cancel_border_warattacker = <id> / <variable>
The attacker state.

defender = <id> / <variable>
The defender state.
dont_fire_events = <bool>
Stops the events from start_border_war from firing.

Cancels an on-going border war without a winner.1.5
finalize_border_warattacker = <id> / <variable>
The attacker state.

defender = <id> / <variable>
The defender state.
attacker_win = <bool>
Makes the attacker the winner.
defender_win = <bool>
Makes the defender the winner.

Ends an on-going border war.1.5

Country Scope[edit]

The effects here must be used within a country scope.

General[edit]

NameParametersExamplesDescriptionNotesVersion Added
set_country_flag<flag>
An unique string to identify the country flag with.
set_country_flag = my_flagDefines a country flag.1.0
clr_country_flag<flag>
The unique string of a country flag to clear.
clr_country_flag = my_flagClears a defined country flag.1.0
modify_country_flagflag = <flag>
The country flag to modify.

value = <value>
The value to set it to: 0 or 1

Modifies a country flag.Use variables instead.1.3
country_eventid = <event>
The event to fire.

days = <event> / <variable>
Fires the event in the specified number of days. Optional.
hours = <event> / <variable>
Fires the event in the specified number of hours. Optional.
random = <event>
Adds a random number (between 0 and random, inclusive) of hours to the scheduled fire time. Optional.

Fires the specified event for the current country.Where triggers do not need to be repeatedly checked random can be a performance light alternative to mean_time_to_happen for scheduling events.1.0
news_eventid = <event>
The event to fire.

days = <event> / <variable>
Fires the event in the specified number of days. Optional.
hours = <event> / <variable>
Fires the event in the specified number of hours. Optional.
random = <event>
Adds a random number (between 0 and random, inclusive) of hours to the scheduled fire time. Optional.

Fires the specified news event for the current country.The news event uses a different interface to the country event.

Where triggers do not need to be repeatedly checked random can be a performance light alternative to mean_time_to_happen for scheduling events.

1.0
set_cosmetic_tag<string>
The cosmetic tag to switch to.
Makes the current scope use the specified cosmetic tag, changing name and flag.1.3
drop_cosmetic_tag<bool>
Boolean.
Makes the current scope drop the current cosmetic tag they are using.1.3
set_rule<rule>
Boolean.
Toggles the special game rules for the current scope.Possible rules:
  • can_be_called_to_war
  • can_boost_other_ideologies
  • can_create_factions
  • can_declare_war_on_same_ideology
  • can_declare_war_without_wargoal_when_in_war
  • can_decline_call_to_war
  • can_force_government
  • can_generate_female_aces
  • can_guarantee_other_ideologies
  • can_join_factions
  • can_join_factions_not_allowed_diplomacy
  • can_join_opposite_factions
  • can_lower_tension
  • can_not_declare_war
  • can_occupy_non_war
  • can_only_justify_war_on_threat_country
  • can_use_kamikaze_pilots
  • units_deployed_to_overlord (subjects only)
1.0

State[edit]

NameParametersExamplesDescriptionNotesVersion Added
add_state_core<scope> / <variable>
The state to add core to.
Adds a core for the current scope to the specified state.1.0
remove_state_core<scope> / <variable>
The state to remove core from.
Removes the core of the current scope from the specified state.1.0
set_capital<scope> / <variable>
The state to make capital.
Makes the specified state the current scope's capital state.1.0
add_state_claim<scope> / <variable>
The state to add a claim to.
Adds a claim for the current scope on the specified state.1.0
remove_state_claim<scope> / <variable>
The state to remove the claim from.
Removes a claim of the current scope from the specified state.1.0
set_state_owner<scope> / <variable>
The state to change ownership of.
Makes the current scope the owner of the specified state.1.0
set_state_controller<scope> / <variable>
The state to change controller of.
Makes the current scope the controller of the specified state.1.0
transfer_state<scope> / <variable>
The state to change owner and controller of.
Makes the current scope the owner and controller of the specified state.1.0
set_province_controller<id>
The province to change controller of.
Changes the controller of the specified province to the current scope.1.0

Powers[edit]

NameParametersExamplesDescriptionNotesVersion Added
add_political_power<int> / <variable>
The amount to add.
Adds the specified amount of political power to the current scope.1.0
set_political_power<int> / <variable>
The amount to add.
Sets the specified amount of political power for the current scope.1.0
add_stability<int> / <variable>
The amount to add.
Adds to the current stability value for the current scope.Stability values are between 0 and 1.1.5
set_stability<int> / <variable>
The amount to add.
Sets the current stability value for the current scope.Stability values are between 0 and 1.1.5
add_war_support<int> / <variable>
The amount to add.
Adds to the current war support value for the current scope.War Support values are between 0 and 1.1.5
set_war_support<int> / <variable>
The amount to set.
Sets the current war support value for the current scope.War Support values are between 0 and 1.1.5
add_command_power<int> / <variable>
The amount to add.
Adds the specified amount of command power to the current scope.1.5

Politics[edit]

NameParametersExamplesDescriptionNotesVersion Added
kill_country_leader<bool>
Boolean.
Kills the country leader for the current scope.1.0
retire_country_leader<bool>
Boolean.
Retires and removes the country leader as head of their party for the current scope.1.0
set_country_leader_ideology<government>
The government to set.
Changes the country leader's government type for the current scope.1.0
add_country_leader_trait<trait>
The trait to add.
Adds the specified trait to the current scope's country leader.Traits are found in /Hearts of Iron IV/common/country_leader/*.txt.1.0
remove_country_leader_trait<trait>
The trait to remove.
Removes the specified trait from the current scope's country leader.Traits are found in /Hearts of Iron IV/common/country_leader/*.txt.1.0
hold_election<scope>
The country to hold an election for.
Executes the events in the on_new_term_election on action for the current scope.1.0
add_popularityideology = <ideology>
The party to change.

popularity = <int> / <variable>
The amount of popularity to change.

Adjusts the popularity for the specified party in the current scope.Values used are 0 to 1.1.0
set_politicsruling_party = <ideology>
The party to set.

elections_allowed = <bool>
Whether elections are allowed. Optional.
last_election = <date>
When the last election was. Optional.
election_frequency = <int>
How often in months an election occurs. Optional.

Sets the political party setup for the current scope.

Previously included the 'parties' parameter, which has been deprecated by the 'set_popularities' command. The 'parties' parameter no longer works as of version 1.7

1.0 (Updated 1.7)
set_popularities<ideology> = <int>/<variable>
The popularity to set.
Sets the political party popularities for the current scope.

The popularities must add up to 100, otherwise the command will have no effect.

1.7
set_political_partyideology = <ideology>
The party to change.

popularity = <int>
The amount of popularity to set.

Sets the popularity for the specified political party in the current scope.1.0
set_party_nameideology = <ideology>
The party to change.

long_name = <string>
The new full name for the party.
name = <string>
The new short name for the party.

Changes the name of the specified political party for the current scope.1.0
create_country_leadername = <string>
The name of the leader.

desc = <string>
The description of the leader.
picture = <string>
The graphical reference to the leader portrait.
expire = <string>
When the leader dies in history.
ideology = <string>
The ideology government the leader belongs to.
Traits scope
<trait>
The trait to add. Can add multiple.

The portrait string can include the full path (i.e. gfx/leaders/my_folder/custom_pic.dds) or just the name of the image (i.e. custom_pic.dds).

With just the name, the image must be in a folder that matches the tag of the current scope, for example /Hearts of Iron IV/gfx/leaders/GER/custom_pic.dds.

1.0

Diplomacy[edit]

NameParametersExamplesDescriptionNotesVersion Added
set_major<bool>
Boolean.
Makes the current scope a major country.1.0
create_faction<string>
The name of the faction.
Creates a faction with the specified name for the current scope. The current scope and any subjects automatically join the faction.1.0
add_to_faction<TAG>
The TAG of the nation to add to the faction of the current scope.
Adds the TAG_TO_ADD to the faction of the FACTION_LEADER_TAG.1.0
leave_faction<bool>
Boolean.
Removes the current scope from the faction they are part of.1.5
remove_from_faction<string>
The name of the faction.
Removes the current scope from the specified faction.1.0
dismantle_faction<bool>
Boolean.
Dismantles the faction of the current scope.1.0
puppet<scope>
The target country.
Makes the specified country the puppet of the current scope.1.0
end_puppet<scope>
The target country.
Removes the puppet status between the target and the current scope.1.0
release<scope>
The target country.
Releases the specified subject or core-only country as a free nation.1.0
release_puppet<scope>
The target country.
Releases the specified subject or core-only country as a puppet for the current scope.1.0
give_guarantee<scope>
The target country.
Makes the current scope guarantee the specified country.1.0
give_military_access<scope>
The target country.
Makes the specified country grant the current scope military access to their country.1.0
recall_attache<scope>
The target country with an attache.
Recalls the current scope's attache from the specified country.1.5
diplomatic_relationcountry = <scope>
The target country to alter the relationship with ROOT.

relation = <type>
The relation to change.
active = <bool>
Whether the relation is started or broken.

Used to define a diplomatic relation between the current scope and target scope country.Possible relations:
  • non_aggression_pact
  • guarantee
  • puppet
  • military_access
  • docking_rights
1.0
add_opinion_modifiertarget = <scope>
The target country.

modifier = <modifier>
The opinion modifier to add.

Adds the specified opinion modifier for the current scope towards the specified scope.Opinion modifiers are found in /Hearts of Iron IV/common/opinion_modifiers/*.txt.1.0
remove_opinion_modifiertarget = <scope>
The target country.

modifier = <modifier>
The opinion modifier to remove.

Removes the specified opinion modifier for the current scope towards the specified scope.Opinion modifiers are found in /Hearts of Iron IV/common/opinion_modifiers/*.txt.1.0
reverse_add_opinion_modifiertarget = <scope>
The target country.

modifier = <modifier>
The opinion modifier to add.

Adds the specified opinion modifier for the specified scope towards the current scope.Opinion modifiers are found in /Hearts of Iron IV/common/opinion_modifiers/*.txt.1.0
add_relation_modifiertarget = <scope>
The target country.

modifier = <modifier>
The relation modifier to add.

Adds the specified relation modifier for the current scope towards the specified scope.Relation modifiers are found in /Hearts of Iron IV/common/modifiers/*.txt.1.4
remove_relation_modifiertarget = <scope>
The target country.

modifier = <modifier>
The relation modifier to remove.

Removes the specified relation modifier for the current scope towards the specified scope.Relation modifiers are found in /Hearts of Iron IV/common/modifiers/*.txt.1.4

Subjects[edit]

NameParametersExamplesDescriptionNotesVersion Added
add_autonomy_ratiovalue = <float>
The freedom score to add.

localization = <string>
The localization key for the modifier.

Adds a freedom score ratio modifier to the current scope.Used in the subject.1.3
add_autonomy_scorevalue = <float>
The freedom score to add.

localization = <string>
The localization key for the modifier.

Adds an exact freedom score modifier to the current scope.Used in the subject.1.3
set_autonomytarget = <scope> / <variable>
The subject country.

autonomy_state = <type>
The type of autonomy state to set.
freedom_level = <float>
The new freedom level value. Optional.

Sets the autonomy level for the specified country.The autonomy states are found in /Hearts of Iron IV/common/autonomous_states/*.txt.1.3
release_autonomytarget = <scope> / <variable>
The subject country.

autonomy_state = <type>
The type of autonomy state to set.
freedom_level = <float>
The new freedom level value. Optional.

Releases the country and sets the autonomy level for the specified country.The autonomy states are found in /Hearts of Iron IV/common/autonomous_states/*.txt.1.3

War[edit]

NameParametersExamplesDescriptionNotesVersion Added
add_threat<int>
The amount to change by.
Adjusts the level of World Tension.1.0
add_named_threatthreat = <int>
The amount to change by.

name = <string>
The localization string.

Adjusts the level of World Tension and adds an entry in the World Tension tooltip.1.0
annex_countrytarget = <scope>
Which country to annex.

transfer_troops = yes
Whether to transfer the troops of the annexed country.

Annex the specified country for the current scope.1.0
add_to_wartargeted_alliance = <scope>
The country to assist.

enemy = <scope>
The country attacking the ally.
hostility_reason = <string>
Localization for the reason for joining. Optional.

Adds the current scope into the war of their ally against the specified enemy.1.0
declare_war_ontarget = <scope> / <variable>
The country to attack.

type = <wargoal>
The wargoal to declare with.

Makes the current scope declare war on the specified country with the specified wargoal.Wargoals are found in /Hearts of Iron IV/common/wargoals/*.txt.1.0
white_peace<scope> / <variable>
The scope to white peace.

<message>
The reason for peace.

Makes the current scope white peace the specified scope.1.0
set_trucetarget = <scope>
The scope to truce with.

days = <int>
The duration of the truce.

Makes the current scope truce with the specified scope.1.0
create_wargoaltarget = <scope> / <variable>
The country to target.

type = <wargoal>
The wargoal to generate.
generator = { <state id> }
The states to supply the wargoal (i.e. take_state_focus).

Grants the current scope a wargoal against the specified country.1.0
start_civil_warideology = <ideology>
The ideology of the breakaway country.

ruling_party = <ideology>
The ruling party of the original country. Optional.
size = <float>
The size of the breakaway country and the fraction of the original stockpile and military units it will receive. Optional.
capital = <state>
The capital of the breakaway country. Optional.
only_own_territory = <bool>
Limits the breakaway country to only own territory. Optional.
states = { <state> }
The states included in the breakway country. Optional.
states_filter = { <triggers> }
Filters to apply to the state assignment for the breakaway country. Optional.
keep_unit_leaders = { <unit leader id> }
Keep the specified leaders. Optional.
keep_unit_leaders_trigger = { <triggers>
Keep the specified leaders that meet the triggers. Optional.

Starts a civil war for the current scope with the specified parameters.1.0

Resources[edit]

NameParametersExamplesDescriptionNotesVersion Added
add_resourcetype = <resource>
The resource to add.

amount = <int>
The amount of resource to add.
state = <id>Which state to add the resource to.

Adds the specified resource in the specified amount to the specified state.1.0
create_importresource = <resource>
The resource to import.

amount = <int>
The amount of resource to import.
exporter = <id>Which country exports the resource.

Creates an import for the current scope with the specified resource and from the specified exporter.1.0

Buildings[edit]

NameParametersExamplesDescriptionNotesVersion Added
add_offsite_buildingtype = <building>
The building to add.

level = <level> / <variable>
The maximum level to add.

Adds an off-map building for the current scope that produces its effects without being present in a state.1.5
modify_building_resourcesbuilding = <building>
The building to modify.

resource = <resource>
The resource to add.
amount = <amount>
The amount of resource to add.

Modifies the resource output of the specified building for the current scope.1.5

National Focus[edit]

NameParametersExamplesDescriptionNotesVersion Added
load_focus_tree<string>
The focus tree to load.
Alternatively, as an effect block:
tree = <string>
keep_completed = yes/no

Loads a new focus tree for the current scope, retaining any shared focuses.1.5
unlock_national_focus<focus>
The focus to unlock.
Unlocks the specified focus for the current scope.1.0
complete_national_focus<focus>
The focus to complete.
Completes the specified focus for the current scope.1.0

Decisions[edit]

NameParametersExamplesDescriptionNotesVersion Added
activate_decision<decision>
The decision to activate.
Activates the specified decision for the current scope, ignoring triggers for the decision.Decisions are found in /Hearts of Iron IV/common/decisions/*.txt1.0
activate_targeted_decisiontarget = <scope>
The country to target.

decision = <decision>
The decision to activate.

Activates the specified targeted decision for the specified target for the current scope.Decisions are found in /Hearts of Iron IV/common/decisions/*.txt1.5
remove_targeted_decision<decision>
The decision to remove.
Removes the specified targeted decision for the current scope.Decisions are found in /Hearts of Iron IV/common/decisions/*.txt1.5
unlock_decision_tooltip<decision>
The decision to display.
Displays a special tooltip for the specified decision in the effect tooltip.Decisions are found in /Hearts of Iron IV/common/decisions/*.txt1.5
unlock_decision_category_tooltip<category>
The decision category to display.
Displays a special tooltip for the specified decision category in the effect tooltip.Decision categories are found in /Hearts of Iron IV/common/decisions/catergories/*.txt1.5

Missions[edit]

NameParametersExamplesDescriptionNotesVersion Added
activate_mission<mission>
The mission to activate.
Activates the specified mission for the current scope, ignoring any triggers for the decision.Missions are found in /Hearts of Iron IV/common/decisions/*.txt1.5
activate_mission_tooltip<mission>
The mission to display.
Displays a special tooltip for the specified mission in the effect tooltip.Missions are found in /Hearts of Iron IV/common/decisions/*.txt1.5
remove_mission<mission>
The mission to remove.
Removes the specified mission for the current scope.Missions are found in /Hearts of Iron IV/common/decisions/*.txt1.5

Technology[edit]

NameParametersExamplesDescriptionNotesVersion Added
add_research_slot<int>
The number of slots to add or remove.
Adjusts the number of research slots the current scope has. Can remove slots.1.0
set_research_slots<int>
The number of slots to set.
Sets the number of research slots the current scope has.1.0
add_tech_bonusbonus = <float>
The bonus to technology given.

uses = <int>
The amount of times the bonus can be used.
ahead_reduction = <float>
The cost reduction if ahead of time.
category = <string>
Which technology category the bonus applies to. Multiple can be defined.
technology = <string>
Which technology the bonus applies to. Multiple can be defined.

Grants a research bonus to the current scope with the specified parameters.1.0
set_technology<technology> = <int>
The technology to add.
Grants the specified technology to the current scope.A value of 1 sets the technology. A value of 0 removes the technology, but if it is a researchable technology, the duration to research isn't reset, meaning it can be researched in 1 day.1.0
add_to_tech_sharing_group<string>
The group to add the current scope to.
Adds the current scope to the specified technology sharing group.1.3
remove_from_tech_sharing_group<string>
The group to remove the current scope from.
Removes the current scope from the specified technology sharing group.1.3
modify_tech_sharing_bonusid = <string>
The group to modify.

bonus = <float>
The new bonus.

Modifies the specified technology sharing group.1.3

Ideas[edit]

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NameParametersExamplesDescriptionNotesVersion Added
add_ideas<idea>
The idea to add.
Adds the specified ideas to the current scope.Can be used as a scope to add multiple at once.1.0
add_timed_ideaidea = <idea>
The idea to add.

days = <int> / <variable>
The number of days to add the idea for.

Adds the specified ideas to the current scope for the specified number of days.1.0
modify_timed_ideaidea = <idea>
The idea to modify.

days = <int> / <variable>
The number of days to add to the idea.

Extends the duration of the timed idea by the specified amount.1.0
swap_ideasadd_idea = <idea>
The idea to add.

remove_idea = <idea>
The idea to remove.

Switches two ideas with a tooltip displaying any modifier differences between them.1.3
remove_ideas<idea>
The idea to remove.
Removes the specified idea from the current scope.Can be used as a scope to remove multiple at once.1.0
remove_ideas_with_trait<trait>
The trait to target.
Removes all ideas for the current scope that use the specified trait.1.0
show_ideas_tooltip<idea>
The idea to display.
Displays the specified idea in the tooltip for the current effect scope. Does not add the idea.1.0

Unit[edit]

NameParametersExamplesDescriptionNotesVersion Added
load_oob<oob>
The OOB to load.
Loads the specified OOB for the current scope, applying the effects within.1.0
division_templatename
The name of the division.

The composition of the division.

Creates and adds the specified division template to the current scope.The x and y attributes represent the rows and columns in the division designer.1.0
set_division_template_lockdivision_template = <string>
The name of the division template.

is_locked = <bool>
Whether the division is locked or not.

Toggles the locked status on a division template for the current scope, which prevents editing or deletion.1.5
delete_unit_template_and_unitsdivision_template = <string>
The name of the division template.
Deletes the specified division template and all units using it for the current scope.1.5

Equipment[edit]

NameParametersExamplesDescriptionNotesVersion Added
set_equipment_fraction<float> / <variable>
The fraction of equipment to remove.
Reduces the overall equipment stockpile by the specified fraction.This should not be used in civil wars to simulate stockpile splitting. start_civil_war now automatically divides stockpiles according to the respective size.1.0
add_equipment_to_stockpiletype = <equipment>
The equipment to add. Can be archetype.

amount = <int>
The amount to add.
producer = <scope>
Defines who produced the equipment. Optional.

Adds the specified equipment to the current scope.Note that removal will only remove equipment with the same producer defined in the effect.1.0
send_equipmenttype = <equipment>
The equipment to add. Can be archetype.

amount = <int> / <variable>
The amount to add.
target = <scope> / <variable>
Which country receives the equipment.

Sends the specified amount of equipment to the specified target, removing said equipment from the current scope.1.0
create_production_licensetarget = <scope>
Which country receives the license.

cost_factor = <float>
Modifies the production cost.
Equipment scope
type = <equipment>
The equipment the country is licensed to produce. Must be an non-archetype equipment.

Grants the specified country a licensed to produce the specified equipment from the current scope.1.4
create_equipment_variantname = <string>
The name of the variant

type = <equipment>
The equipment the variant is of.
parent_version = <int>
Ordering for multiple variants.
Upgrade scope
<upgrade> = <amount>
The upgrades configuration for the variant.

Creates the specified equipment variant for the current scope.1.0
add_equipment_productionamount = <int>
The amount to produce. Optional.

requested_factories = <int>
The number of factories to assigned initially. Optional.
progress = <float>
The initial production progress. Optional.
efficiency = <float>
The initial production efficiency. Optional.
Equipment scope
type = <equipment>
The name of the equipment to produce.
creator = <scope>
The country which is producing the equipment. Used if root scope isn't producer. Optional.
version_name = <string>The name of the variant to produce. Optional.

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Starts a production line for the specified equipment for the current scope.1.0

Army[edit]

NameParametersExamplesDescriptionNotesVersion Added
add_manpower<int> / <variable>
The amount to add.
Adds the specified amount of manpower to the current scope.1.0
army_experience<float> / <variable>
The amount to add.
Adds the specified amount of army experience to the current scope.1.0
create_corps_commandername = <string>
The name of the leader.

picture = <string>
The graphical reference of the picture of the leader.
skill = <int>
The skill of the leader.
attack_skill = <int>
The attack skill of the leader.
defense_skill = <int>
The defense skill of the leader.
planning_skill = <int>
The planning skill of the leader.
logistics_skill = <int>
The logistics skill of the leader.
traits = { <trait> }
The traits the leader spawns with.
female = <bool>
The gender of the leader.

Creates a commander for the current scope with the specified attributes.Traits are found in /Hearts of Iron IV/common/unit_leader/*.txt.1.0
create_field_marshalname = <string>
The name of the leader.

picture = <string>
The graphical reference of the picture of the leader.
skill = <int>
The skill of the leader.
attack_skill = <int>
The attack skill of the leader.
defense_skill = <int>
The defense skill of the leader.
planning_skill = <int>
The planning skill of the leader.
logistics_skill = <int>
The logistics skill of the leader.
traits = { <trait> }
The traits the leader spawns with.

Creates a field marshal for the current scope with the specified attributes.Traits are found in /Hearts of Iron IV/common/unit_leader/*.txt.1.0

Navy[edit]

NameParametersExamplesDescriptionNotesVersion Added
navy_experience<float> / <variable>
The amount to add.
Adds the specified amount of navy experience to the current scope.1.0
destroy_shipstype = <ship>
The type of ship to destroy.

count = <int> or all
The amount to destroy.

Destroys the specified type and amount of ships controlled by the current scope.1.5
transfer_navytarget = <scope>
The target country.
Transfers the current scope navy to the specified country.1.5
transfer_shiptype = <ship>
The type of ship to transfer.<br target = <scope>
The target country.

prefer_name = <string>
The new name for the ships in the target country. Optional.

Transfers the specified type of ship from the current scope to the specified country.1.4
create_navy_leadername = <string>
The name of the leader.

picture = <string>
The graphical reference of the picture of the leader.
skill = <int>
The skill of the leader.
traits = { <trait> }
The traits the leader spawns with.

Creates a naval leader for the current scope with the specified attributes.Traits are found in /Hearts of Iron IV/common/unit_leader/*.txt.1.0

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Air[edit]

NameParametersExamplesDescriptionNotesVersion Added
air_experience<float> / <variable>
The amount to add.
Adds the specified amount of air experience to the current scope.1.0
add_acename = <string>
The name of the ace.

surname = <string>
The surname of the ace.
callsign = <string>
The callsign of the ace.
type = <type>
The ace type.
is_female = <bool>
The gender of the ace.

Adds an ace for the current scope.Ace types found in /Hearts of Iron IV/common/aces/*.txt.1.0

AI[edit]

NameParametersExamplesDescriptionNotesVersion Added
add_ai_strategytype = <type>
The type of strategy.

id = <scope>
What country the strategy is against.
value = <int>
The weighting added by the strategy.

Sets an AI strategy for the current scope.See AI Modding for more details.1.0

State Scope[edit]

The effects here must be used within a state scope.

General[edit]

NameParametersExamplesDescriptionNotesVersion Added
state_eventid = <event>
The event to fire.

days = <event> / <variable>
Fires the event in the specified number of days. Optional.
hours = <event> / <variable>
Fires the event in the specified number of hours. Optional.
random = <event>
Adds a random number (between 0 and random, inclusive) of hours to the scheduled fire time. Optional.
trigger_for = <scope>
Fires event in the specified scope.

Fires the specified event for the current state.Where triggers do not need to be repeatedly checked random can be a performance light alternative to mean_time_to_happen for scheduling events.

Using days = <event> / <variable> or hours may still be bugged and will not fire the event.

1.0
set_state_flag<flag>
An unique string to identify the state flag with.
set_state_flag = my_flagDefines a state flag.1.0
clr_state_flag<flag>
The unique string of a state flag to clear.
clr_state_flag = my_flagClears a defined state flag.1.0
modify_state_flagflag = <flag>
The state flag to modify.

value = <value>
The value to set it to: 0 or 1

Modifies a state flag.Use variables instead.1.3
set_state_name<string>
Defines the new name.
Changes the current state's name to the specified name.1.3
reset_state_name<bool>
Boolean.
Resets any changes to the current state's name.1.3
add_claim_by<scope> / <variable>
The country to add the claim for.
Adds a claim for the specified country on the current scope.1.0
remove_claim_by<scope> / <variable>
The country to remove the claim for.
Removes a claim by the specified country on the current scope.1.0
add_core_of<scope> / <variable>
The country to add the core for.
Adds a core for the specified country on the current scope.1.0
remove_core_of<scope> / <variable>
The country to remove the core for.
Removes a core for the specified country on the current scope.1.0
set_demilitarized_zone<bool>
Boolean.
Makes the current scope a demilitarized zone.1.0
set_state_category<category>
The category to change to.
Changes the current state category to the specified category.Categories are found in /Hearts of Iron IV/common/state_category/*.txt1.3
add_state_modifierModifier scope

<modifier> = <float>
Adds a modifier to the state.

Adds a modifier to the current state.1.3
add_manpower<int> / <variable>
The amount to add.
Adds the specified amount of manpower to the current state.1.0
add_resourcetype = <resource>
The resource to add.

amount = <int>
The amount to add.

Adds the specified resource in the specified amount to the current state.1.0
set_border_war<bool>
Boolean.
Enables Border War status for the current state.1.0
create_unitdivision = <division string>
The division string.

owner = <scope>
The owner of the division.
prioritize_location = <province>
Prioritize the specified province in the state.

Adds the specified division to the current state.The division string must be formatted as it is seen in the examples.1.3

Buildings[edit]

NameParametersExamplesDescriptionNotesVersion Added
add_building_constructiontype = <string>
The building to add.

level = <int> / <variable>
The level to set the building to.
instant_build = <bool>
Defines whether the buildings are instantly built.
province = <id>
Defines the exact province to add provincal buildings in. Can be used as a scope.
Province scope
all_provinces = <bool>
Affect all provinces. Used in the province scope.
limit_to_coastal = <bool>
Affect coastal provinces. Used in the province scope.
limit_to_naval_base = <bool>
Affect naval base provinces. Used in the province scope.
limit_to_border = <bool>
Affect border provinces. Used in the province scope.
level = <int>
Affect only provinces with buildings level below, at or above the specified level. Used in the province scope.
id = <id>
Affect the specified province. Used in the province scope.

Starts construction in the current state for the specified building.1.0
set_building_leveltype = <string>
The building to add.

level = <int> / <variable>
The level to set the building to.
instant_build = <bool>
Defines whether the buildings are instantly built.
province = <id>
Defines the exact province to add provincal buildings in. Can be used as a scope.
Province scope
all_provinces = <bool>
Affect all provinces. Used in the province scope.
limit_to_coastal = <bool>
Affect coastal provinces. Used in the province scope.
limit_to_naval_base = <bool>
Affect naval base provinces. Used in the province scope.
limit_to_border = <bool>
Affect border provinces. Used in the province scope.
level = <int>
Affect only provinces with buildings level below, at or above the specified level. Used in the province scope.
id = <id>
Affect the specified province. Used in the province scope.

Sets the specified building to the current state (or provinces within the state).The province scope is used for provincal level buildings.1.4
damage_buildingtype = <building>
The building to damage.

damage = <float>
The amount of damage to inflict.
province = <id>
The province to target for provincal buildings.

Damages the specified building in the current state.The health of buildings is determined by the value attribute in a building's definition. This is multiplied by their level to get their total health.1.3
remove_buildingtype = <building>
The building to remove.

level = <int> / <variable>
The levels to remove.

Removes the specified building in the current state. For shared buildings level determines the amount, whereas for the others it is the actual level.1.0
add_extra_state_shared_building_slots<int> / <variable>
The amount of slots to add or remove.
Adjusts the number of shared building slots for the current state.1.0

Unit Leader Scope[edit]

The effects here must be used within a unit leader scope.

General[edit]

NameParametersExamplesDescriptionNotesVersion Added
unit_leader_eventid = <event>
The event to fire.

days = <event> / <variable>
Fires the event in the specified number of days. Optional.
hours = <event> / <variable>
Fires the event in the specified number of hours. Optional.
random = <event>
Adds a random number (between 0 and random, inclusive) of hours to the scheduled fire time. Optional.

Fires the specified event for the owner of the current unit leader.Uses a special interface displaying the current unit leader portrait.

Where triggers do not need to be repeatedly checked random can be a performance light alternative to mean_time_to_happen for scheduling events.

1.5
set_unit_leader_flag<flag>
An unique string to identify the unit leader flag with.
set_unit_leader_flag = my_flagDefines a unit leader flag.1.5
clr_unit_leader_flag<flag>
The unique string of a unit leader flag to clear.
clr_unit_leader_flag = my_flagClears a defined unit leader flag.1.5
modify_unit_leader_flagflag = <flag>
The unit leader flag to modify.

value = <value>
The value to set it to: 0 or 1

Modifies a unit leader flag.1.5
promote_leader<bool>
Boolean
Promotes the current unit leader to Field Marshal (if Commander.1.5
demote_leader<bool>
Boolean
Demotes the current unit leader to Commander (if Field Marshal).1.5
retire<bool>
Boolean>
Retires the current unit leader (removing them).1.5
remove_unit_leader<id>
The id of the unit leader.
Removes the specified unit leader by their id.1.0
set_nationality<scope> / <variable>
The target country.
Switches the current unit leader to the specified country, giving them the leader.1.5
add_unit_leader_trait<trait>
The trait to add.
Adds the specified trait to the current unit leader.Traits are found in /Hearts of Iron IV/common/unit_leader/*.txt.1.0
remove_unit_leader_trait<trait>
The trait to remove.
Removes the specified trait from the current unit leader.Traits are found in /Hearts of Iron IV/common/unit_leader/*.txt.1.0
add_timed_unit_leader_trait<trait>
The trait to add.

days = <int>
The duration of the trait.

Adds the specified trait to the current unit leader for the specified duration.Traits are found in /Hearts of Iron IV/common/unit_leader/*.txt.1.5
replace_unit_leader_traitTraits are found in /Hearts of Iron IV/common/unit_leader/*.txt.1.5

Combat[edit]

NameParametersExamplesDescriptionNotesVersion Added
supply_units<int> / <variable>
The amount of hours of supply.
Adds the specified amount of hours of supply to troops led by the current unit leader.1.5
add_max_trait<int>
The amount to add.
Adds the specified amount of assignable trait slots to the current unit leader.1.5
add_skill_level<int>
The skill to add.
Adds skill to the current unit leader.1.5
add_logistics<int>
The skill to add.
Adds logistics skill to the current unit leader.1.5
add_planning<int>
The skill to add.
Adds planning skill to the current unit leader.1.5
add_defense<int>
The skill to add.
Adds defense skill to the current unit leader.1.5
add_attack<int>
The skill to add.
Adds attack skill to the current unit leader.1.5
add_temporary_buff_to_unitscombat_offense = <float>
The bonus to grant. Optional.

combat_breakthrough = <float>
The bonus to grant. Optional.
combat_defense = <float>
The bonus to grant. Optional.
combat_entrenchment = <float>
The bonus to grant. Optional.
org_damage_multiplier = <float>
The bonus to grant. Optional.
str_damage_multiplier = <float>
The bonus to grant. Optional.
war_support_reduction_on_damage = <float>
The bonus to grant. Optional.
cannot_retreat_while_attacking = <float>
The bonus to grant. Optional.
cannot_retreat_while_defending = <float>
The bonus to grant. Optional.
days = <int>
The duration of the buff. Optional.
tooltip = <string>
The tooltip to display for the buff.

Adds the specified combat buff to the current unit leader.1.5
boost_planning<float>
The amount to add.
Improves the planning of units controlled by the current unit leader.1.5

Flow Control[edit]

These scopes are used within effect scopes to control the execution of effects.

If, Else If and Else[edit]

These scopes allow effects to be conditionalized, so they only occur when the requisite triggers are met.

For example, if you only have an effect to occur for Germany, you'd do the following:

If you then wanted England to have a similar effect, and everyone else to have something else, you do the following:

As you can see, this allows for flexibility in how effects occur and cuts down on duplication.

Hidden Effect[edit]

This scope hides the presence of the effects within it in the player's tooltip. This is used to execute effects without the player seeing them. For example, you may want to manipulate some variables in an event. Showing them to the player may confuse them, so it is best to hide the effects within an hidden effect scope, like so:

Hoi4 create faction command

Random List[edit]

This scope allows the creation of a random selection of effects. For example, if you wanted an effect to randomly given the player one out of four bonuses, you'd do the following:

Note that if you want to create a repeatable decision including a random list, by default the same decision will pick the same random result every time it is triggered in a game. You can reverse this behaviour by including the following line in the decision block:

It is also possible to use modifiers to affect the weight of each possible random effect.

The above code would multiply the 25 by the factor thereby making it more or less likely to occur if the trigger condition is fulfilled.

Effect Tooltip[edit]

This scope will display the tooltip information of the effects within, without actually executing the effects. This is useful when you want to show what the effect may look like to the player. Here is an example:

DocumentationEffects • Triggers • Defines • Modifiers • List of modifiers • Scopes • Localisation • Variables • Arrays • On actions
ScriptingAI • Bookmarks • Buildings • Cosmetic tags • Countries • Divisions • Decisions • Equipment • Events • Ideas • Ideologies • National Focuses • Resources • Scripted GUI • Technology • Units
MapMap • States • Supply areas • Strategic regions
GraphicalInterface • Graphical Assets • Entities • Posteffects • Particles • Fonts
CosmeticPortraits • Namelists • Music • Sound
OtherConsole commands • Troubleshooting • Mod structure
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