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指令


Commands or effects are used in scripting to alter the target that was selected with scopes and conditions.

They appear in:

  • command blocks (the immediate and option sections of events, or similar: effect, creation_effect, gain_effect, success, ...)
  • scripted effects,可以用来将命令分组到可重复使用的宏中。

(Scripting) commands are different from console commands: 虽然有些控制台命令有脚本等价的命令,但有些没有(例如 player console command).

List of commands

Available commands depend on the current scope type.

Command Used in vanilla Used from scope Value type Description Example Category
abandon_heresy character/province bool Converts to the parent religion abandon_heresy = yes Religion
abdicate character bool/clause Abdicate to current heir.
Since 2.7 move = no 可以用来确保角色如果失去土地,仍保留同一个领主。
abdicate = yes

abdicate = { move = no }

Government
abdicate_to character character Abdicate to an arbitrary character.

Note: to also transfer wealth, use the transfer_scaled_wealth command.

holder_scope = { abdicate_to = ROOT } Government
abdicate_to_most_liked_by character character Used in depose_liege CB FROM = { abdicate_to_most_liked_by = ROOT } Government
activate_disease any disease Activate a disease,现在可以随机出现。请注意,没有办法让疾病失效。 activate_disease = syphilis Health
activate_plot character bool For plots activated by decision hidden_effect = { activate_plot = yes } Plots
activate_title any clause 激活/停用标题或de jure有职位的头衔。与销毁的头衔不同(destroy_landed_title),被停用的称号只能通过特殊决策被玩家或AI重新创建。
activate_title = {

    title = d_hashshashin

    status = no

}

Titles
add_age character int 将给定值加减到被望远征字符的年龄上。这也可以接受保存的变量。警告:篡改角色年龄可能会带来意想不到的副作用,请谨慎使用。
add_age = 3

add_age = -3



set_variable = {

    which = age_variable

    value = -5

}

add_age = age_variable

Character
add_alliance X character clause Creates an alliance between characters. Also see break_alliance.
add_alliance = {

    who = x

    days/months/years = y

}

Relations
add_ambition character ambition add_ambition = obj_become_chancellor Plots
add_artifact character artifact 创建命名工件的副本并添加到作用域字符中 add_artifact = golden_platypus Artifacts
add_betrothal X character Warn: buggy behavior Marriage
add_bloodline_member X bloodline character Add the specified character to the scoped bloodline Bloodlines
add_building title building 在控股区建造一座建筑。还会根据upgrades_from建造它升级的建筑。 add_building = ct_shipyard_1 Holdings
add_character_modifier character clause Adds a character modifier. Specify duration using days, months, years, or duration = -1 (non-expiring). Can use optional fields hidden = yes and stacking = yes.
add_character_modifier = {

    name = mod_bloodlust

    months = 6

}

Modifiers
add_claim character/title character/title Adds a strong, non-inheritable claim to a character.
# Gives claim on ROOT's primary title to the holder of k_france

k_france = { 

   add_claim = ROOT # character

}



# FROM recieves a claim on k_france

FROM = { # character

    add_claim = k_france

}

Claims
add_consort character character 将给定角色作为配偶角色添加到有范围的角色。 Marriage
add_custom_history wonder key Adds a history entry to the scoped great work. Wonders
add_dynasty_modifier character modifier 增加了一个适用于该角色王朝所有成员的修正值。 add_dynasty_modifier = ruling_in_crusader_kingdom Characters
add_evil_god_name religion key Adds an evil god name to the scoped religion. add_evil_god_name = LOKI Religion
add_favor character character 让有瞄准范围的角色欠另一个角色一个人情。另见 reverse_add_favor. add_favor = ROOT
add_friend character character add_friend = ROOT Relations
add_god_name religion key Adds a god name to the scoped religion. add_god_name = GOD_THE_ALLFATHER_2 Religion
add_holding_modifier holding modifier Adds a holding modifier. Can use optional field stacking = yes.
add_holding_modifier = {

    modifier = nomad_population_boom

    years = 8

    stacking = yes

}

Modifiers
add_holding_slot province int 向省份增加N个可建造定居点。 可能有负面影响。 [1] add_holding_slot = 1 Holdings
add_intermarry religion anything with a religion 允许有范围的宗教与目标宗教通婚。仅限单向通婚,如有需要,可另行实施反向通婚。另见 remove_intermarry and clear_intermarry.
add_intermarry = catholic

add_intermarry = jewish_group

add_intermarry = ROOT

Religion
add_law title law/clause 为该范围的产权设定了具体法律。可以选择性地选择忽略冷却和意见效果(比如对附庸),默认是“是”。
add_law = {

    law = ze_administration_laws_2

    cooldown = no

    opinion_effect = no

}

Government
add_law_w_cooldown title law add_law_w_cooldown = investiture_law_0 Government
add_lover character character add_lover = PREV Marriage
add_objective X character objective add_objective = objective Plots
add_offmap_currency character clause Adds the specified value of offmap currency for the specified offmap 力量归于瞄准镜角色。用负数减去。
add_offmap_currency = {

    offmap = offmap_china

    value = 250

}

Offmap
add_plot character plot ? Character starts specified plot - doesn't seem to work add_plot = plot_kill_spouse Plots
add_population_scaled character double Adds or subtracts a portion of the scope's population. add_population_scaled = -0.1 Clans
add_pressed_claim character/title character/title Adds a strong, inheritable claim to a character.
# Gives claim on ROOT's primary title to the holder of k_france

k_france = { 

   add_pressed_claim = ROOT # character

}



# FROM recieves a claim on k_france

FROM = { # character

    add_pressed_claim = k_france

}

Claims
add_province_modifier province clause Adds a province modifier
add_province_modifier = {

    name = smugglers_ring

    duration = -1

}

Modifiers
add_random_education_trait character attribute/1/2/3/4/yes Adds an education /trait matching specified attribute or level. add_random_education_trait = martial Character
add_rival character character Relations
add_society_modifier character clause 为有瞄准镜的角色社会增加了一个限时修正。可以考虑天数和年份。
add_society_modifier = {

    modifier = failed_mission

    years = 2

}

Societies
add_society_progress society float Adds a given value to the society's current progress. add_society_progress = 10 Societies
add_special_interest character character 在屏幕右侧的大纲表中添加一个角色。 add_special_interest = ROOT Characters
add_spouse character character add_spouse = FROM Marriage
add_spouse_matrilineal character character add_spouse_matrilineal = FROM Marriage
add_to_bloodline X character bloodline 把有瞄准范围的角色加入目标血脉。 注意目标必须是现有的血脉瞄准镜,而不是血统类型。
random_bloodline = {

    ROOT = {

	add_to_bloodline = PREV

    }

}

Bloodlines
add_to_crusade_artifact_pot any int Adds specified amount to crusade artifact pot add_to_crusade_artifact_pot = 1 Wars
add_to_crusade_gold_pot any int Adds specified amount to crusade gold pot add_to_crusade_gold_pot = 100 Wars
add_to_crusade_piety_pot any int Adds specified amount to crusade artifact pot add_to_crusade_piety_pot = 50 Wars
add_to_crusade_prestige_pot any int Adds specified amount to crusade artifact pot add_to_crusade_prestige_pot = 250 Wars
add_to_extra_holding X province clause 在特殊地产(医院、堡垒或贸易站)建造建筑。
add_to_extra_holding = {

    type = trade_post

    building = tr_port_1

}

Holdings
add_trait character trait 用特征文件中的ID给角色添加一个特征。另见 remove_trait. add_trait = skilled_tactician Traits
add_weak_claim character/title character/title Adds a weak, non-inheritable claim to a character.
# Gives claim on ROOT's primary title to the holder of k_france

k_france = { 

   add_weak_claim = ROOT # character

}



# FROM recieves a claim on k_france

FROM = { # character

    add_weak_claim = k_france

}

Claims
add_weak_pressed_claim character/title character/title Adds a weak, inheritable claim to a character.
# Gives claim on ROOT's primary title to the holder of k_france

k_france = { 

   add_weak_pressed_claim = ROOT # character

}



# FROM recieves a claim on k_france

FROM = { # character

    add_weak_pressed_claim = k_france

}

Claims
add_wonder X wonder int 构造物在有范围的省份中,第一阶段完成时以奇观为目标。 add_wonder = wonder_wonder_underground_city Wonders
add_wonder_stage X wonder int 会添加/完成当前阶段。如果奇迹处于第二阶段,则会加上第三阶段已完成。如果正在添加一个关卡,它“仅仅”会完成那个关卡。 add_wonder_stage = 1 Wonders
add_wonder_upgrade X wonder string/bool 添加/完成指定的升级,或者如果在升级范围中使用,则完成当前范围的升级。 add_wonder_upgrade = yes/no/<upgrade name> Wonders
add_wonder_upgrade_slots X wonder/upgrade int Increases the number of available upgrade slots add_upgrade_slots = 1 Wonders
adjective title string/localisation key
k_france = { adjective = "" }

primary_title = { adjective = SOME_KEY }

Titles
adjust_siphon_factor title double 更新动态雇佣兵连队中分配给创造者的收入比例。 primary_title = { adjust_siphon_factor = -0.02 }
ambition_succeeds character bool ambition_succeeds = yes Plots
approve_law character/title law/title
  • approve_law = <law> starts a vote on a law for scoped title
  • approve_law = title votes in favor of a law for target title
primary_title = { approve_law = city_tax_0 }

approve_law = FROM

Government
back_plot character character ROOT = { back_plot = PREV } Plots
banish character bool Banish character to random court FROM = { banish = yes } Characters
banish_religion character religion 所有目标宗教的角色将被流放到随机法庭 banish_religion = jewish Religion
become_heretic character bool 将角色宗教改为当前宗教的随机异端 become_heretic = yes Religion
become_secret_heretic X character bool 将角色宗教改为当前宗教的随机异端,但仍公开实践当前信仰(即类似become_heretic,但秘密而非公开)。 Religion
break_alliance character character Remove an alliance. Also see add_alliance break_alliance = FROM Relations
break_betrothal X character character break_betrothal = FROM Marriage
build_holding province clause Builds a new settlement in the province.
build_holding = {

    title = b_masyaf

    type = castle

    holder = ROOT

}

Holdings
cancel_ambition character bool cancel_ambition = yes Plots
cancel_job_action character job_action FROM = { cancel_job_action = action_inquisition } Jobs
cancel_objective X character objective Outdated, now cancel_objective/cancel_plot Plots
cancel_plot character plot cancel_plot = plot_gain_title Plots
cancel_pregnancy character bool 会瞬间结束角色的怀孕。怀孕期间任何时间都可以打电话,分娩前。如果要避免怀孕通知,必须在怀孕两个月前就打电话。 cancel_pregnancy = yes Characters
capital character province/title (barony/county) 将当前范围角色的首都迁移到目标省份/领地/县。省份必须是相对范围——不接受省份ID和保存的事件目标。 capital = b_korrala Rulers
change_diplomacy character int 更改基础外交属性。负面会降低基础外交,但不会将基础外交降到0以下 change_diplomacy = 1 Characters
change_infamy X character clause Add or remove threat from a character.

数值:声望/威胁的数值变化(可以是小数点)
本地化:角色威胁提示的本地化条目关键。

change_infamy = {

    value = x

    localisation = key

}

Characters
change_intrigue character int 更改基础阴谋属性。负数会降低基础阴谋,但不会将基础阴谋降低到0以下 change_intrigue = 1 Characters
change_learning character int 更改基础学习属性。负值会降低基础学习,但不会将基础学习降到0以下 change_learning = 1 Characters
change_martial character int 更改了基础武术属性。负数会降低基础武力,但不会降低基础武力低于0 change_martial = 2 Characters
change_mercenary_composition X title clause Change the composition of a dynamic mercenary title.
change_mercenary_composition = {

    from = <unit>

    type = <unit>

    change = <int>

}

change_plot_power X character int 将指定数量的剧情力量加到被设定角色拥有的剧情上。 change_plot_power = 10 Plots
change_random_civ_tech X province int change_random_civ_tech = 2 Provinces
change_random_eco_tech X province int Provinces
change_random_mil_tech X province int Provinces
change_society_currency character int/clause 改变了他们社会中范围和性格的货币。可以选择性地指定社会改变货币的参数,并调整因社会影响变化的货币,在社会影响力达到100%时,消耗(或给予但本意为前者)的货币数量减少70%,从0%线性变化。
change_society_currency = 100



change_society_currency = {

    society = the_assassins

    value = -200

    scaled_by_influence = yes

}

Characters
change_stewardship character int 改变基础管理能力属性。负数减少基地管理权,但不会将基础管理权降至0以下 change_stewardship = 1 Characters
change_tech province clause Improves technology in the province (referenced in common/technology.txt)
change_tech = {

    technology = TECH_NAVAL

    value = 1}

Province
change_title_army_size title double Changes the army size of a mercenary/adventurer title.
primary_title = {

    change_title_army_size = 0.05 # Percentage

}

Titles
change_variable character/province clause 对指定值的变量或其他变量进行增减。可以取另一个示范域来提取第二个变量。
change_variable = {

    which = bob_saget

    value = 1

}



change_variable = {

    which = bob_saget

    which = another_var

    who = FROM

}

Control
character_event character clause Fires an event to scoped character. See event modding.
Parameter Type Description
id int Required. Event ID to fire. May use a namespace.
days/months/years int 可选。基地延迟后再触发事件。如果未指定,事件将瞬间发生。
random int 可选。事件发生日期随机添加天数,封闭式 (days to days+random).
tooltip Key Optional localisation key to show as tooltip.
character_event = {

    id = 66010

    days = 17

    tooltip = EVTTOOLTIP66010

}

Control
chronicle character clause Parameters: entry, portrait, picture
chronicle = { 

    entry = CHRONICLE_FOUNDED_NEW_KINGDOM_OR_EMPIRE 

    portrait = [Root.GetID]

}

Rulers
clan_opinion title clause
clan_opinion = {

    who = event_target:liege_clan

    modifier = won_tributary_war

    years = 5

}

Opinion
clan_remove_opinion title clause
clan_remove_opinion = {

    who = event_target:liege_clan

    name = won_tributary_war

}

Opinion
clan_reverse_opinion title clause
clan_reverse_opinion = { 

    who = PREVPREVPREV

    name = opinion_built_temple

    years = 20

}

Opinion
clan_reverse_remove_opinion title clause
clan_reverse_remove_opinion = { 

    who = PREVPREVPREV

    name = opinion_built_temple

}

Opinion
clear_banish_reasons X character character 移除所有观点修正,允许被瞄准角色放逐指定角色。这并不能解释像被逐出教会这样的持续原因。 clear_banish_reasons = FROM Control
clear_delayed_event character/province clause 在当前作用域上移除指定事件ID,触发延迟。 clear_delayed_event = { id = HL.6500 } Control
clear_education_trait character bool Removes all traits with the education = yes parameter. clear_education_trait = yes Traits
clear_event_target any var Deletes a previously saved variable clear_event_target = target_victim Control
clear_execute_reasons X character character 移除所有让被瞄准角色执行指定角色的意见修正。这并不能解释像被逐出教会这样的持续原因。 clear_execute_reasons = FROM Control
clear_flags_with_prefix character/province

/title/artifact

flag (prefix) 清除当前范围中以指定前缀开头的所有标志 clear_flags_with_prefix = temple_name_ Control
clear_focus character bool Removes the focus of a character. Also see set_focus. clear_focus = yes
clear_global_event_target X any var Deletes a previously saved global variable Control
clear_global_event_targets X any bool Deletes all previously saved global variables clear_global_event_targets = yes Control
clear_intermarry religion bool 将宗教范围的跨族婚姻选项重置为默认。仅限单向通婚,如有需要,可另行实施反向通婚。另见 add_intermarry and remove_intermarry. clear_intermarry = yes Religion
clear_persistent_event_target province/character/title/
artifact/society/offmap
var 删除之前保存在当前作用域对象中的持久事件目标。 clear_persistent_event_target = london_owner Control
clear_prison_reasons character character 移除所有让被瞄准角色囚禁该角色的意见修正。这并不能解释像被逐出教会这样的持续原因。 clear_prison_reasons = FROM Control
clear_secret_religion character bool Removes the scoped character's secret religion. clear_secret_religion = yes Religion
clear_revoke_reasons X character character 移除所有观点修正,允许被瞄准角色撤销该角色的头衔。这并不能解释像被逐出教会这样的持续原因。 clear_revoke_reasons = FROM Control
clear_revolt province bool clear_revolt = yes Provinces
clear_wealth character bool/character 将角色财富设定为0。资金转账后可以通过以下方式使用 wealth command. Alternately, consider using transfer_scaled_wealth. clear_wealth = yes Money
clr_artifact_flag artifact flag clr_artifact_flag = stolen Control
clr_bloodline_flag X bloodline flag Removes a script flag from the scoped bloodline Bloodlines
clr_character_flag character flag clr_character_flag = flag_promised_marriage Control
clr_discovered_society X character bool Resets the character's revealed society. clr_discovered_society = yes Societies
clr_dynasty_flag chararcter flag clr_dynasty_flag = strange_chest Control
clr_flag any with flags flag 清除当前范围中的该标志。任何能存储旗帜的示波器都适用,不像更具体的 clr_scope_flag commands. Control
clr_global_flag any flag clr_global_flag = shepherds_crusade_active Control
clr_offmap_flag offmap string Wipes the specified flag from the scoped offmap power. clr_offmap_flag = china_invaded_player_dynasty Offmap
clr_offmap_tmp_flag offmap string 清除指定临时标志,清除范围外能力。 clr_offmap_tmp_flag = china_force_open_in_progress Offmap
clr_province_flag province flag clr_province_flag = tournament_60_days_furusiyya Control
clr_quest character bool/clause 移除所有带有该名称(以及如果社会名称存在则从该社会中)属于该角色的任务。可选地指定失败参数,否则视为成功。
clr_quest = quest_monastic_order_penance



clr_quest = {

    id = quest_hermetics_find_text

    failure = yes

}

Societies
clr_quest_target X character quest_id 清除指定任务目标,属于该角色。但任务本身不会通关。 clr_quest_target = quest_the_assassins_protege Societies
clr_title_flag title flag Control
clr_wonder_flag wonder string Removes a script flag from the scoped wonder clr_wonder_flag = religious_wonder Wonders
clr_wonder_upgrade_flag X upgrade string Removes a script flag from the scoped upgrade clr_upgrade_flag = broken_upgrade Wonders
conquest_culture character/title

/province

culture/character

/title/province

conquest_culture = PREVPREV Culture
convert_to title(holding) type 将持有转变为其他持有类型:城堡、城市、神庙、部落、游牧 convert_to = castle Holdings
convert_to_secret_religion character bool/character 将被瞄准角色的公开宗教设置为其秘密宗教,或如果使用瞄准镜,则为目标角色的秘密宗教。 convert_to_secret_religion = yes Religion
copy_artifact_history artifact artifact 将给定文物的文物历史复制到已作用范围的文物。
new_artifact = {

    copy_artifact_history = event_target:target_artifact

}

Artifacts
copy_name X character/title? character/title? 和set_name一样,但将范围名称设置为目标范围的名称。 ROOT = { copy_name = FROM } Traits
copy_random_personality_trait character character ROOT = { copy_random_personality_trait = PREV } Traits
copy_title_history title title 将产权历史从右侧的产权复制到左侧的产权记录。同化de jure也要复制。 e_spain = { copy_title_history = k_asturias } Titles
copy_title_laws title title 将产权法从右侧的产权复制到左侧的产权。 e_spain = { copy_title_laws = k_asturias } Government
create_bloodline character clause Scoped角色会发现指定类型的新血脉
Parameter Type Description
type bloodline 必须。定义继承血统修正的血脉类型
religion religion 可选。将血脉与宗教联系起来,并将其与宗教观点联系起来
society society 可选。将血脉与社会联系起来,并将其与社会观念联系起来
inheritance 可选。覆盖基础类型的继承规则。有效的条目包括all_descendants、母系、父系或 no_inheritance
allow_bastards bool Optional. Overrides the base type's bastard rules
create_bloodline = {

    type = lord_of_outremer

    inheritance = matrilineal

}

Bloodlines
create_character character/province clause Creates a random character with specified parameters.
Parameter Type Description
age int age = 0
name string
has_nickname nickname Use give_nickname in new_character scope instead.
attributes clause martial, intrigue, diplomacy, stewardship, learning
(add_)trait trait trait = bastard
health double
fertility double
random_traits bool If omitted, the default is 'no'.
female bool/random/int female = no
female = random
female = 40 #40% chance of being female
employer title 如果省略,则默认为有范围的角色,或拥有范围的省份。
religion religion religion = ROOT
culture culture/random culture = ROOT
dynasty ID/none/random/culture/actually_culture dynasty = none
actually_culture 如果没有未使用的静态王朝,就从文化中随机选一个王朝名字
dna string
flag flag Note: does not support dynamic flags.
genetic_father character genetic_father = 根,用于肖像、先天性质遗传等。(注:性状继承已失效,自《古神》以来一直存在)。
genetic_mother character genetic_mother = PREV
race character race = PREV
historical bool 如果是,这个角色永远不会从数据库中被修剪。
immortal_age int Age at which a character become immortal, if relevant.
create_character = {

    random_traits = no

    name = "Hassan"

    dynasty = random

    religion = ROOT

    culture = persian

    female = no

    age = 40

    health = 6

    fertility = 0.8

    

    attributes = {

	martial = 6

	diplomacy = 8

	stewardship = 9

	intrigue = 12

	learning = 12

    }



    add_trait = elusive_shadow

    add_trait = patient

    add_trait = zealous

    add_trait = scholar

    add_trait = chaste

    add_trait = temperate

}

Characters
create_family_palace character bool Creates the patrician family palace create_family_palace = yes Holdings
create_feud title title Create a feud between two clans
clan_title = {

    FROM = {

	clan_title = {

	    create_feud = PREVPREV

	}

    }

}

Clans
create_fort X character/title province (ID or scope pointing to province) Creates a fort in the specified province create_fort = 123 Holdings
create_hospital X character/title province (ID or scope pointing to province) Creates a hospital in the specified province create_hospital = 123 Holdings
create_oath title (clan) title (clan) Starts a blood oath
clan_title = {

    create_oath = event_target:target_clan_title

}

Clans
create_random_diplomat character/province clause Creates a random character with diplomacy education (see create_character). create_random_diplomat = { ... } Characters
create_random_intriguer character/province clause creates a random character with intrigue education (see create_character). create_random_intriguer = { ... } Characters
create_random_priest character/province clause creates a random character with learning education (see create_character). create_random_priest = { ... } Characters
create_random_soldier character/province clause creates a random character with martial education (see create_character). create_random_soldier = { ... } Characters
create_random_steward character/province clause creates a random character with stewardship education (see create_character). create_random_steward = { ... } Characters
create_retinue X character retinue_type 在当前角色的首府省份生成一支完全强化的随从类型 create_retinue = RETTYPE_CUL_HUNG Retinues
create_title title clause 创建带有指定参数的动态标题。无地动态头衔需要一个有土地的母省既关押俘虏,又在头衔被毁时作为备胎。这个命令应该从本省范围执行,否则持有者死亡时整个法院都会卡在省份0。
Parameter Type Description
tier tier
landless bool
temporary bool 和平时会自动被摧毁。持有者和朝臣不能结婚或接受大多数其他外交使节。
rebel bool
culture culture
name Key Localization key for the title name.
holder character
custom_created bool
base_title title
copy_title_laws bool
mercenary bool
adventurer bool 冒险称号作为临时称号生效,但持有者安宁时不会自动销毁。相反,当持有者获得其他头衔或死亡时,这些称号会被销毁。
ruler Key Localization key for the ruler title.
ruler_female Key Localization key for the female ruler title.
foa Key
nomad bool
replace_captain_on_death bool Used for dynamic mercenary titles.
siphons_income_to_creator double 动态雇佣兵头衔的收入百分比分配给创作者。
army_template composition Army composition for dynamic mercenary titles.
short_name bool
create_title = {

    tier = DUKE

    name = SHEPHERDS_CRUSADE

    holder = THIS

} 
Titles
create_tradepost X character/title province (ID or scope pointing to province) 在指定省份创建一个贸易站(只有在角色符合贸易站限制等条件时才有效) create_tradepost = 123 Holdings
culture character/province

/title

culture/character

/province/title

Culture
culture_techpoints character int culture_techpoints = 50 Rulers
cure_illness character bool cure_illness = yes Health
cut_mercenary_creator_relation title bool Break free the dynamic mercenary title from its creator. cut_mercenary_creator_relation = yes
damage_unit X unit clause 为一支军队(整个单位或特定单位类型)创造固定数量或百分比的伤亡。它们不会出现在战斗报告中。[2][3]. Using a negative number will heal units instead.
Parameter Type Description
amount float Either amount or percentage is required.
percentage float
type unit_type 可选。基础单位类型(light_infantry、heavy_infantry、长枪兵、light_cavalry、骑士、弓箭手、special_troops、划船、light_troops或heavy_troops)。
damage_unit = {

    amount = 150

}



damage_unit = { 

    percentage = 0.15

}

Units
damage_unit_morale X unit float 会移除军队士气(或增加负数士气)。只考虑绝对值。 damage_unit_morale = 0.6 Units
de_jure_liege title character/title/0 Changes the de jure structure
any_direct_de_jure_vassal_title = {

    de_jure_liege = e_roman_empire

}

Vassalage
death character clause Kills currently scoped character
death = {

    death_reason = death_execution

    killer = ROOT

}

Health
decadence character int decadence = -50 Characters
decline_law character title 投票反对目标冠军的低价提案。另见 approve_law. decline_law = FROM Council
destroy_artifact character/artifact artifact/bool 销毁已锁定或指定的文物。如果没有给出名称,则示波器必须是工件,且 PREV 示波器必须是所有者。如果给出了文物名称,范围应为该文物的所有者。如果他们拥有多个,只有第一个会被销毁。不能用来摧毁坚不可摧的物体;参见 unsafe_destroy_artifact
any_artifact = { destroy_artifact = yes }

destroy_artifact = prosthetic_hand_gold

Artifact
destroy_bloodline X bloodline bool Removed the scoped bloodline from the game destroy_bloodline = yes Bloodlines
destroy_fort X province province Destroy the fort in a province. destroy_fort = THIS Provinces
destroy_hospital X character(?) province Destroys the hospital in the specified province destroy_hospital = FROMFROM Provinces
destroy_in_extra_holding X province clause 摧毁特殊领地(医院、要塞或贸易站)内的建筑。
destroy_in_extra_holding = {

    type = trade_post

    building = tr_port_1

}

Provinces
destroy_landed_title title title/bool 毁掉一个有土地的头衔。玩家或AI之后可以重新创建它,但不同的是通过关闭它。 activate_title.

注意:伯爵等级的头衔目前不能被销毁,即使是名义上的且与省份无关。

k_asturias = {

    destroy_landed_title = THIS

}

Titles
destroy_random_building province/holding bool/building 摧毁一栋随机建筑。如果建筑物被标注为价值,那么该建筑永远不会被选中拆除(即使它是唯一剩下的建筑)。
random_demesne_title = {

    destroy_random_building = yes

}

Holdings
destroy_settlement title title Destroys scoped holding. Also see build_holding. destroy_settlement = THIS Holdings
destroy_tradepost character province destroy_tradepost = FROMFROM Provinces
destroy_wonder province bool Destroys wonder in currently scoped province destroy_wonder = yes Wonders
destroy_wonder_upgrade wonder/upgrade string/bool 会销毁/移除指定的升级,或者如果在升级范围内使用,则移除当前已覆盖的升级。 destroy_upgrade = yes/no/<upgrade name> Wonders
diplomatic_immunity character bool diplomatic_immunity = yes Characters
diploresponse_event X character clause 触发一个事件给有瞄准镜的角色。原版只通过on_actions射击。参见 event modding.
Parameter Type Description
id int Required. Event ID to fire. May use a namespace.
days/months/years int 可选。基地延迟后再触发事件。如果未指定,事件将瞬间发生。
random int 可选。事件发生日期随机添加天数,封闭式 (days to days+random).
tooltip Key Optional localisation key to show as tooltip.
diploresponse_event = {

    id = 66010

    days = 17

    tooltip = EVTTOOLTIP66010

}

Control
disable_council_voting_on_issue title votingTopic Changes council laws. Also see enable_council_voting_on_issue. disable_council_voting_on_issue = grant_landed_title_interaction Council
disable_prepared_invasion character religion Disable dynamically the allow_viking_invasion characteristic of a religion. Also see enable_prepared_invasion. disable_prepared_invasion = norse_pagan Religion
disband_event_forces character earmark 解散先前以指定预留方式征召的征兵,通过以下方式 spawn_unit = { earmark = xxx } disband_event_forces = prepared_invasion Wars
distribute_crusade_pot any clause Distribute amount 乘以指定类型的 Crusade 锅,所有十字军统治者。
distribute_crusade_pot = {

    type = gold/prestige/piety/artifact

    amount = 0.2

}

Wars
distribute_crusade_target_title war bool 将征服的头衔分配给贡献最大的Crusaders的受益者。 distribute_crusade_target_title = yes Wars
divide_variable X character/province clause 将指定值的变量除以,或用另一个变量整除。可以取另一个示范域来取第二个变量。
divide_variable = {

    which = var

    value = 2

}



divide_variable = {

    which = var

    which = another_var

    who = FROM

}

Control
dynasty character id/character 设定了有瞄准镜的角色王朝。可能需要被锁链绑住 recalc_succession = yes, if impacting succession. Use dynasty = father_bastard to generate a cadet dynasty, dynasty = mother_bastard to create a bastard dynasty, or dynasty = none 让角色成为低贱出身者。角色创建中使用的特殊值(random, culture, and actually_culture) do not 在这里工作。在设定角色王朝时,它只在 immediate = { } block. dynasty = FROM Family
economy_techpoints character int economy_techpoints = -50 Rulers
elective_voting_rules title voting_rules 对有选举继承的头衔适用投票规则。这些设置在新游戏启动时不会自动设置,而是需要手动设置。使用任何在共同/succession_voting中定义的投票规则。 elective_voting_rules = tanistry Laws
enable_council_voting_on_issue title votingTopic Changes council laws. Also see disable_council_voting_on_issue. enable_council_voting_on_issue = laws

enable_council_voting_on_issue = declare_war_interaction

Council
enable_prepared_invasion any religion Enables dynamically prepared invasions for that religion with allow_viking_invasion flag. Also see disable_prepared_invasion. enable_prepared_invasion = norse_pagan Wars
end_oath title title Ends a blood oath
clan_title = {

    end_oath = THIS

}

Clans
end_war war string Possible war ends: invalid, whitepeace, success, reverse_demand end_war = invalid Wars
embargo character character embargo = FROM Wars
excommunicate character bool excommunicate = no Religion
export_to_variable X character/title/province clause Used to create (or reset) a variable 触发值。可以取一个示范域来取变量。另见 variables
export_to_variable = {

    which = myStewardship

    value = stewardship

}



export_to_variable = {

    which = yourStewardship

    value = stewardship

    who = FROM

}

Control
faction character faction faction = faction_lower_crown_authority Factions
father_of_unborn_known character bool 揭示或隐藏被内窥镜孕妇角色未出生孩子的父亲身份 father_of_unborn_known = yes Characters
fertility character double fertility = 0.4 Characters
force_host character character Similar to move_character但这样可以绕过检定,强制角色移动。不应轻率使用。 force_host = ROOT Characters
gain_all_occupied_titles character character gain_all_occupied_titles = FROM Titles
gain_settlements_under_title character clause Note: Does not work with any_ scopes.
gain_settlements_under_title = {

    title = PREV

    enemy = ROOT

}

Titles
gain_title title character/title Similar to abdicate_to
random_demesne_title = {

    gain_title = FROM

}

Titles
gain_title_plus_barony_if_unlanded X title character Gives opinion bonus toward the title giver gain_title_plus_barony_if_unlanded = ROOT Titles
gender_succ title string cognatic, agnatic, true_cognatic, enatic_cognatic, or enatic gender_succ = cognatic Government
give_job_title character job give_job_title = job_chancellor Jobs
give_minor_title character minor_title give_minor_title = title_chief_qadi Characters
give_nickname character nickname Gives the character a nickname give_nickname = nick_the_great Characters
grant_kingdom_w_adjudication title character 授予目标角色的范围。向现任头衔持有人提出主张。如果目标角色无地,还会随机获得当前头衔持有人的领地县。
random_demesne_title = { 

    grant_kingdom_w_adjudication = FROM

}

Titles
grant_title character/title title/character/clause Also grants any vassal owning or below current title
random_claim = { 

    grant_title = FROM 

}



grant_title = {

    target = PREV

    type = invasion

}

Titles
grant_title_no_opinion X character/title title/character 赠与者没有认领权,接收方也没有意见加成。 Titles
health character double Adjusts character's base health health = -1 Health
hold_election X character true For Merchant Republic titles only hold_election = yes Government
impregnate character character/0 Scope被目标角色怀孕(0集合,未知父亲)。如果被视角化的角色和目标角色是异性,则两者中的女性角色总是会受孕。 impregnate = ROOT Marriage
impregnate_cuckoo character character/bool See impregnate, but the child will be a bastard. impregnate_cuckoo = ROOT Marriage
imprison character character/bool 有瞄准范围的角色会被目标囚禁,或者如果使用布尔算法,则会被囚禁在正确的位置 yes, or released from the prison with boolean no. Identical to the prisoner 命令,但更受青睐,因为那也是触发器的名称。 imprison = ROOT Characters
inherit character character Scoped character will inherit titles of target character. random_courtier = { inherit = ROOT } Titles
insert_title_history title title 在最早输入范围产权之前,将目标产权的所有产权历史记录插入。也可以用于内部的产权历史 effect = { } clause.
e_hre = {

    insert_title_history = k_france

}

Titles
join_attacker_wars character character Cannot be used by vassals to join a revolt. ROOT = { join_attacker_wars = PREV } Wars
join_defender_wars character character 只参加一场战争。不能被(封建?)附庸用来加入封主战争。 FROM = { join_defender_wars = ROOT } Wars
join_faction X character clause 加入由派系领袖领导的派系(如果存在的话)。也支持可选论证 ignore_requirements = yes.
ROOT = {

    join_faction = {

	faction = faction_claimant

	faction_leader = PREV

    }

}

Factions
join_society character society Joins the specified society. join_society = the_assassins Societies
law_set_allow_matrilineal_marriage title bool (不)允许头衔持有人使用母系婚姻。不要与 set_allows_matrilineal_marriage, which adjusts a religion instead. law_set_allow_matrilineal_marriage = yes Government
leave_faction X character faction/all leave_faction = faction_succ_seniority Factions
leave_plot character character leave_plot = FROM Plots
leave_society character bool 让有瞄准镜的角色离开他们当前所属的社会。 leave_society = yes Societies
lift_embargo X character character 有瞄准范围的角色停止对目标角色的禁运。目前没什么用,因为禁运是瞬间生效的,而不是持续的。 lift_embargo = FROM Rulers
log any string Logs for debug purposes into game.log. Localisation commands 可以在字符串中正常使用。甚至可以用于事件触发器和其他通常只接受条件句的地方,比如 if limit。只有当游戏以 -scriptlog parameter. log = "20: Adultery discovered between [Root.GetTitledName] and [This.GetTitledName]!" Control
log_scopes X any bool 记录所有事件目标的列表,以及每个范围对应的对象 game.log.只有当游戏以 -scriptlog parameter. log_scopes = yes Control
letter_event character clause Fires an event to scoped character. See event modding.
Parameter Type Description
id int Required. Event ID to fire. May use a namespace.
days/months/years int 可选。基地延迟后再触发事件。如果未指定,事件将瞬间发生。
random int 可选。事件发生日期随机添加天数,封闭式 (days to days+random).
tooltip Key Optional localisation key to show as tooltip.
letter_event = {

    id = 88752

    days = 4

    tooltip = EVTTOOLTIP88751

}

Control
long_character_event character clause 触发一个事件给有瞄准镜的角色。用的是更大的窗户。参见 event modding.
Parameter Type Description
id int Required. Event ID to fire. May use a namespace.
days/months/years int 可选。基地延迟后再触发事件。如果未指定,事件将瞬间发生。
random int 可选。事件发生日期随机添加天数,封闭式 (days to days+random).
tooltip Key Optional localisation key to show as tooltip.
long_character_event = {

    id = 107008

    days = 5

    tooltip = EVTTOOLTIP107008

}

Control
make_capital_holding holding bool 使该地成为省会。另见 revoke_capital_holding. make_capital_holding = yes Holdings
make_primary_spouse character bool scoped character will become primary spouse FROM = { make_primary_spouse = yes } Marriage
make_primary_title title bool k_leon = { make_primary_title = yes } Rulers
make_tributary character clause 指挥范围的对象成为宗主国,WHO成为附庸国,tributary_type决定他们属于哪种附庸国。例如,在targeted_decision上,为了使目标成为决策者的支流,可以使用示例列中的第一个示例。为了让决策者成为附庸,目标成为宗主国,使用第二个例子。(宗主是老大,附和国是仆人)。 如果 tributary_type is omitted, it defaults to default
FROM = {

    make_tributary = {

	who = PREV

	percentage = 0.40

	tributary_type = imperial

    }

}



make_tributary = {

    who = FROM

    percentage = 0.40

    tributary_type = default

}

Vassalage
manpower character int Increase/decrease manpower manpower = 250 Clans
military_techpoints character int military_techpoints = -50 Rulers
modulo_variable X character/title/province clause 将变量除以指定的值或变量,返回 remainder 该师的。可以指定另一个作用域取第二个变量。
set_variable = {

    which = fnord

    value = 35

}



modulo_variable = {

    which = fnord

    value = 11

}

#fnord is now 2

Control
morale unit/siege double 根据所示金额改变单位士气 morale = -0.2 Army
move_character character character scoped character will be moved to targeted characters court FROM = { move_character = ROOT } Characters
multiply_variable character/province clause 用指定值或变量相乘。可以指定另一个作用域取第二个变量。
multiply_variable = {

    which = var

    value = 2

}



multiply_variable = {

    which = var

    which = another_var

    who = FROM

}

Control
narrative_event character clause Fires an event to scoped character. See event modding.
Parameter Type Description
id int Required. Event ID to fire. May use a namespace.
days/months/years int 可选。基地延迟后再触发事件。如果未指定,事件将瞬间发生。
random int 可选。事件发生日期随机添加天数,封闭式 (days to days+random).
tooltip Key Optional localisation key to show as tooltip.
narrative_event = {

    id = 88007

    days = 2

}

Control
objective_succeeds X character character Deprecated, use plot_succeeds and ambition_succeeds instead. objective_succeeds = yes Characters
occupy_minors_of_occupied_settlements character character occupy_minors_of_occupied_settlements = FROM Characters
opinion character clause Adds an opinion modifier 对望远镜角色朝向目标角色。持续时间可以表示为 months or years (但不包括“天”),或者省略了意见修饰定义中指定的持续时间。 origin_description 可用于定制提示中出现的本地化。参见 reverse_opinion.
opinion = {

    modifier = dynastic_refused_claim

    who = ROOT

    years = 5

}

Opinion
participation_scaled_decadence character double Wars
participation_scaled_piety character double participation_scaled_piety = 1000 Wars
participation_scaled_prestige character double participation_scaled_prestige = 500 Wars
piety character int piety = 10 Characters
plot_succeeds character bool 告诉剧情系统结束剧情并触发 effect 挡。注意,它不会导致情节成功,应在情节已经成功时使用(success condition block). plot_succeeds = yes Plots
population character int population = 120000 Clans
press_claim title character press_claim = ROOT Claims
prestige character/title int prestige = -20 Characters
prompt_name character/province/landed title/artifact/bloodline clause Lets the player rename the scoped entity.
Parameter Type Description
player character What player should get the prompt.
type Key What message type to use, as defined in messagetypes.txt.
portrait character(?) 可选。右边该展示哪幅肖像。如果没有定义,则使用作用域字符(如果作用域是字符)。
name_list Key Optional. What name list to use. Can also use religion for religious names of the scoped character's religion, or culture 用于文化名称。如果没有指定,将不会有“随机化名字”按钮(除了角色,新生儿会使用标准按钮)。
prompt_name = {

    player = ROOT 

    type = BAPTISM 

    name_list = religion

}

province_capital title bool b_tivoli = { province_capital = yes } Provinces
propagate_bloodline_from bloodline character Adds target character and descendants to scoped bloodline propagate_bloodline_from = FROM Bloodlines
province_event province clause Fires an event to scoped province. See event modding.
Parameter Type Description
id int Required. Event ID to fire. May use a namespace.
days/months/years int 可选。基地延迟后再触发事件。如果未指定,事件将瞬间发生。
random int 可选。事件发生日期随机添加天数,封闭式 (days to days+random).
tooltip Key Optional localisation key to show as tooltip.
province_event = {

    id = 8512

    days = 1

}

Control
random any clause
random = {

    chance = 5

    add_trait = wounded



    mult_modifier = {

	factor = 2

	health < 4

    }

}

Control
random_list any clause
random_list = {

    50 = {

	trigger = { }

	mult_modifier = { }

	# effects

    }

    50 = {

	trigger = { }

	mult_modifier = { }

	# effects

    }

}

Control
rebel_defection title bool rebel_defection = yes Provinces
recalc_succession any bool Recalculates the succession for all titles recalc_succession = yes Government
reduce_disease province double
random_demesne_title = {

    reduce_disease = 0.33

}

Health
refill_holding_levy title bool
any_demesne_title = {

    limit = { tier = BARON }

    refill_holding_levy = yes

}

Holdings
religion character/title

/province

religion/province/title/society/clause 更改(公开的)宗教范围的人物/省份/头衔。可以使用一个条款来指定使用范围的哪个宗教,默认为公共。参见 unsafe_religion.
religion = catholic



religion = {

    target_type = true

    target = ROOT

}

Religion
religion_authority character/province double/clause Adds a religion modifier to the religion of scoped character/province
religion_authority = {

    modifier = ruler_converted_from

}

Religion
remove_bloodline_member X bloodline character Remove the specified character from the scoped bloodline Bloodlines
remove_building X title building Holdings
remove_character_modifier character modifier Removes a character modifier remove_character_modifier = promised_a_title Modifiers
remove_character_modifiers X character clause Removes a number of instances of a character modifier (usually a stackable one).
remove_character_modifiers = {

    modifier = promised_a_title

    amount = 2

}

Modifiers
remove_claim character/title title/character
remove_claim = k_papal_state

any_claim = { remove_claim = PREV } # PREV is a character

Claims
remove_consort character character 移除了被瞄准者与指定角色之间的妃嫔关系。无论哪个范围都有效。 consort = { remove_consort = ROOT } Marriage
remove_dynasty_modifier character modifier 移除一个适用于所有角色王朝成员的修正值。 remove_dynasty_modifier = ruling_in_crusader_kingdom Characters
remove_evil_god_names religion bool Removes all evil god names from the scoped religion remove_evil_god_names = yes Religion
remove_favor X character character 目标角色不再欠被瞄准角色恩惠。另见 reverse_remove_favor.
remove_friend character character remove_friend = FROM Relations
remove_from_bloodline X character bloodline 将指定血统中的角色移除。注意右侧必须是血统,而不是血统类型。 Bloodlines
remove_guardian character character remove_guardian = FROM Relations
remove_god_names religion bool Removes all god names from the scoped religion remove_god_names = yes Religion
remove_holding_modifier title modifier Removes a holding modifier remove_holding_modifier = recently_conquered Modifiers
remove_holding_modifiers X title clause Removes a number of instances of a holding modifier (usually a stackable one).
remove_holding_modifiers = {

    modifier = recently_conquered

    amount = 2

}

Modifiers
remove_holy_site X title religion 去除了该宗教圣地的范围称谓。警告:这让你的圣地数量少于5个,可能会引发异常。此外,移除宗教的圣地但不移除异端,会导致它们的图标单独出现在其他共享的圣地上,而不是像正常一样隐藏。 c_kent = { remove_holy_site = catholic } Religion
remove_holy_site_with_heresies X title religion 去除了该宗教及其异端的圣地范围。警告:这让你的圣地数量少于5个,可能会引发异常。注意,如果一个宗教没有任何异端定义(例如北欧神话), remove_holy_site_with_heresies does nothing. Use remove_holy_site instead. c_kent = { remove_holy_site_with_heresies = catholic } Religion
remopve_intermarry religion anything with a religion 禁止被限定的宗教与目标宗教通婚。仅限单向通婚,如有需要,可另行实施反向通婚。另见 add_intermarry and clear_intermarry.
remove_intermarry = catholic

remove_intermarry = jewish_group

remove_intermarry = ROOT

Religion
remove_lover character character Remove scoped character's lover remove_lover = yes Relations
remove_nickname character bool/nickname Remove character's nickname remove_nickname = yes Characters
remove_opinion character clause Removes an opinion modifier
remove_opinion = {

    who = FROM

    modifier = opinion_friend

}

Opinion
remove_province_modifier province modifier Removes a province modifier remove_province_modifier = thieves_guild Modifiers
remove_province_modifiers X province clause Removes a number of instances of a province modifier (usually a stackable one).
remove_province_modifiers = {

    name = thieves_guild

    amount = 2

}

Modifiers
remove_rival character character Relations
remove_special_character_title X character key Characters
remove_special_interest character character 从屏幕右侧的大纲列表中移除一个角色。 remove_special_interest = ROOT Characters
remove_spouse character string/bool/character remove scoped character's spouse remove_spouse = spouse Marriage
remove_title character job/minor_title remove_title = job_chancellor Jobs
remove_trait character trait Removes a trait, also see add_trait. remove_trait = charitable Traits
remove_tributary character character Stop a character to be tributary to its suzerain.
suzerain = {

    remove_tributary = PREV

}

Vassalage
remove_wonder_upgrade_slots X wonder/upgrade int Decreases the number of available upgrade slots remove_upgrade_slots = 1 Wonders
repeat_event any clause Fires an event, without modifying the event chain (i.e FROM, FROMFROM 依此类推保持不变)。注意它会触发指定的事件,而不一定会再次触发当前事件。参见 event modding.

Warning: 事件会针对角色/省份的范围触发,但如果这么做,事件链的范围会很奇怪 (ROOT and default will be different, and FROM will be modified), so this is not recommended.

Parameter Type Description
id int Required. Event ID to fire. May use a namespace.
days/months/years int 可选。基地延迟后再触发事件。如果未指定,事件将瞬间发生。
random int 可选。事件发生日期随机添加天数,封闭式 (days to days+random).
tooltip Key Optional localisation key to show as tooltip.
repeat_event = {

    id = WoL.5002

    days = 30

}

Control
reset_coa title title 将有范围的职位的纹章重置为默认状态 reset_coa = k_hungary Titles
reveal_plot character bool/character 揭示角色的剧情范围。情节发现者可以被指定。
reveal_plot = yes

reveal_plot = ROOT #ROOT discovers the plot

Plots
reveal_plot_w_message character bool reveal scoped characters plot reveal_plot_w_message = yes Plots
reverse_add_favor character character 让有瞄准镜的角色欠另一个角色人情。另见 add_favor. reverse_add_favor = ROOT
reverse_back_plot character character ROOT = { reverse_back_plot = PREV } Plots
reverse_banish character character random_realm_lord = { reverse_banish = FROM } Characters
reverse_culture character/province character/title/province 将目标文化改为当前范围的文化 reverse_culture = PREV Culture
reverse_imprison character character Target character will be imprisoned by the scoped character FROM = { reverse_imprison = ROOT } Characters
reverse_leave_plot character character reverse_leave_plot = FROM Plots
reverse_opinion character clause Adds an opinion modifier to the target character towards scoped character.
reverse_opinion = {

    modifier = opinion_dislike

    who = FROM

    years = 5

}

Opinion
reverse_religion character/province character/title/province/society

/province

reverse_religion = PREV Religion
reverse_remove_favor character character 有瞄准镜的角色不再欠目标角色恩惠。另见 remove_favor. reverse_remove_favor = event_target:pardon_target
reverse_remove_opinion character clause Removes an opinion modifier of right side of who argument towards scoped character.
reverse_remove_opinion = {

    who = ROOT

    modifier = opinion_friend

}

Opinion
reverse_set_opinion_levy_raised_days character clause
reverse_set_opinion_levy_raised_days = {

    who = ROOT

    days = 0

}

Opinion
reverse_unsafe_war character clause Works like the reverse_war command, but without ensuring the CB can be used.
reverse_unsafe_war = {

    target = event_target:claimant

    casus_belli = other_claim

    thirdparty = ROOT

}

Wars
reverse_war character/title clause Initiate a war, with current character as defender. infamy 可以用来覆盖威胁值(例如 infamy = 0).
random_claim = {

    reverse_war = {

	target = FROM

	casus_belli = other_claim

	thirdparty = ROOT

    }

}

Wars
revoke_capital_holding holding bool 使一个空置的储存槽成为县府。用于资本持有。另见 make_capital_holding revoke_capital_holding = yes Holdings
revoke_law title law revoke_law = investiture_law_1 Government
save_event_target_as any var 将作用域保存到变量中,后续在事件链中重复使用
father_of_unborn = {

    save_event_target_as = target_adulterer

}

Control
save_global_event_target_as X any var 将作用域保存到全局变量中,以便后续重复使用 Control
save_persistent_event_target province/character/title/
artifact/society/offmap
clause 将作用域保存到当前作用域中的持久事件目标中,以便后续重复使用。 name is the name of the event target, scope is the scope to save. Relative scoping works. 这个例子救了伦敦郡的所有者:
c_london = {

    save_persistent_event_target = {

	name = london_owner

	scope = owner

    }

}

Control
save_succession any title 保留了头衔继承法,之后通过以下方式恢复 restore_succession
save_succession = k_france

save_succession = primary_title # in character scope

Control
scaled_piety X character double/clause 以年虔诚增长的百分比(1.0 = 100%)来调整虔诚度。 min increases final cost to min if result would be lower. max reduces the final cost to max if result would be lower.
scaled_piety = -0.15



scaled_piety = {

    value = 0.5

    min = 10

}

Characters
scaled_prestige character double/clause 通过每年声望增长的百分比(1.0 = 100%)来调整声望。 min increases final cost to min if result would be lower. max reduces the final cost to max if result would be lower.
scaled_prestige = -0.15



scaled_prestige = {

    value = 0.5

    min = 10

    max = 200

}

Characters
scaled_wealth character double/clause 以年收入的百分比(1.0 = 100%)来调整财富。 min increases final cost to min if result would be lower. max reduces the final cost to max if result would be lower.
scaled_wealth = -0.15



scaled_wealth = {

    value = 0.5

    min = 10

    max = 200

}

Money
seize_fort title/province character any_neighbor_province = { seize_fort = ROOT } Rulers
seize_trade_post title/province character any_neighbor_province = { seize_trade_post = ROOT } Rulers
send_assassin character character send_assassin = FROMFROM Plots
set_ai_aggression religion double Sets AI aggression for scoped religion (default: 1) set_ai_aggression = 1.5 Religion
set_allow_free_duchy_revokation title bool Crown laws set_allow_free_duchy_revokation = yes Government
set_allow_free_infidel_revokation title bool Crown laws set_allow_free_infidel_revokation = yes Government
set_allow_free_revokation title bool Crown laws set_allow_free_revokation = yes Government
set_allow_title_revokation title bool Crown laws Government
set_allow_feminism title bool set_allow_feminism = yes Government
set_allow_free_vice_royalty_revokation title bool Crown laws Government
set_allow_gender_laws title bool set_allow_gender_laws = yes Government
set_allow_looting religion bool 该宗教角色是否能突袭/掠夺 set_allow_looting = yes Religion
set_allow_matrilineal_marriage religion bool 设定该宗教角色是否可以母系婚姻。不要与 law_set_allow_matrilineal_marriage, which determines that on a title level. set_allow_matrilineal_marriage = yes Religion
set_allow_rivermovement religion bool 设定该宗教角色是否能将舰队调到主要河流 set_allow_rivermovement = yes Religion
set_allow_vice_royalties title bool/tier Crown laws
set_allow_vice_royalties = DUKE

set_allow_vice_royalties = no

Government
set_appoint_generals title bool Crown laws Government
set_appoint_regents title bool Crown laws Government
set_artifact_flag artifact flag set_artifact_flag = stolen Control
set_artifact_original_owner X artifact character Sets the original owner of the artifact set_artifact_original_owner = ROOT Artifact
set_autocephaly religion bool 设定了该宗教的王国和帝国是否可以拥有自治宗教领袖。暗示 set_pentarchy = yes. set_autocephaly = yes Religion
set_bloodline_flag X bloodline flag Adds a script flag to the scoped bloodline Bloodlines
set_branch_tag X religion string 如果宗教没有宗教领袖,该使用哪些特殊特质。分支标签可以定义为 Traits. set_branch_tag = pagan Religion
set_bs_marriage religion bool 是否允许兄妹婚姻的设定,适用于该宗教角色 set_bs_marriage = yes Religion
set_councilor_faction_join_restriction title bool Sets a special title flag, to be checked with has_councilor_faction_join_restriction
primary_title = {

    set_councilor_faction_join_restriction = yes

}

Religion
set_cousin_marriage religion bool 是否允许该宗教角色进行表亲婚姻的集合 set_cousin_marriage = yes Religion
set_can_call_crusade religion bool 这套牌子决定了神权或世俗宗教领袖是否能召唤crusades。 set_can_call_crusade = yes Religion
set_can_excommunicate religion bool 该系列是否可以让神权宗教领袖将同一宗教的人物逐出教会 set_can_excommunicate = yes Religion
set_can_grant_claim religion bool 设定神权宗教领袖是否可以授予同一宗教角色的头衔主张 set_can_grant_claim = yes Religion
set_can_grant_divorce religion bool 设定神权宗教领袖是否可以与同一宗教的角色离婚 set_can_grant_divorce = yes Religion
set_can_grant_invasion_cb religion bool/casus belli 设定神权宗教领袖是否可以对同一宗教的角色发动入侵CB
set_can_grant_invasion_cb = yes      # religion feature

set_can_grant_invasion_cb = invasion # game script

Religion
set_can_have_antipopes religion bool 设定一个宗教是否可以设立反宗教的领袖。与 set_pentarchy = yes. set_can_have_antipopes = yes Religion
set_can_retire_to_monastery religion bool 启用或禁用外交互动,让角色为有范围的宗教角色发誓。 set_can_retire_to_monastery = yes Religion
set_can_toggle_looting unit bool Units
set_character_flag character flag set_character_flag = decadence_drunkard Control
set_character_modifier religion clause Sets character modifiers for all characters of this religion
set_character_modifier = { }



set_character_modifier = {

    learning = 2

    key = MONASTIC_ATTR_RELIGION

}

Religion
set_coa title title 将一个头衔的纹章(旗帜)与另一个头衔的纹章相符。一个原本未被使用的“假”称号 landed_titles can be used to define the coats of arms.
e_hre = {

    set_coa = e_byzantium

}

Titles
set_convert_other_group religion int 设定AI行为,用于在自己宗教外的皈依。

0 - never try to convert
1 - try to convert if ai_zeal is high
2 - always try to convert

set_convert_other_group = 2 Religion
set_convert_same_group religion int 设定AI行为以适应他们所在宗教群体的皈依。

0 - never try to convert
1 - try to convert if ai_zeal is high
2 - always try to convert

set_convert_same_group = 2 Religion
set_council_discontent character bool 让当前有瞄准范围的角色议会不满度MONTHS_OF_DISCONTENT_COUNCIL个月(原版数值为24) set_council_discontent = yes Titles
set_creation_date artifact date Changes an artifact's creation date
set_creation_date = 1234.5.6

set_creation_date = -1 #Unknown creation date

Titles
set_crusader_king any character Sets recipient of new-style Crusade target title set_crusader_king = THIS Wars
set_defacto_liege character/title character/title 设定一个角色的领主。可以用来让角色变得独立,通过以下方式 set_defacto_liege = THIS set_defacto_liege = FROM Vassalage
set_defacto_vassal character character/title holder_scope = { set_defacto_vassal = PREVPREV } Vassalage
set_defensive_attrition religion bool 设定该宗教省份在敌对时是否对其他宗教军队实施防御消耗。 set_defensive_attrition = yes Religion
set_description artifact/bloodline

/wonder/upgrade

string 将作用范围描述改为神器或血脉,并匹配给定的字符串/定位键。所有自定义本地化在设置后都会被解析,所以描述一旦设置后不会改变。可以通过设置为空字符串来重置 "". set_description = how_to_carry_a_bow_desc Artifacts/Bloodlines
set_discovered_society X character bool/society 设定角色被“揭示”为指定社团的成员,或者如果没有指定社团,则是他们的秘密社团。
set_discovered_society = yes

set_discovered_society = the_assassins

Societies
set_divine_blood religion bool Enables/disables divine blood/marriage mechanism for scoped religion set_divine_blood = yes Religion
set_dynasty_flag character flag set_dynasty_flag = the_victims Control
set_dynasty_name X character localisation key set_dynasty_name = "[Root.GetOnlyDynastyName]" Control
set_father character character/0 Change (or remove) the father of a character.
set_father = PREV

set_father = 0

Family
set_female_temple_holders religion bool 该宗教的祭司是否可以是女性 set_female_temple_holders = yes Religion
set_feminist religion bool 设定女性统治者及拥有女性继承者的统治者是否会受到附庸负面评价 set_feminist = yes Religion
set_flag any with flags flag 如果能存储旗帜,则在当前作用域中设置一个标志。适用于任何此类瞄准镜,不像更具体的 set_<scope>_flag commands. Control
set_flank_tactic X flank tactic 完全忽略了触发因素或阶段。如果战术中有相变部分,那部分会被承认。[4] Units
set_focus character clause 设定角色的焦点(绕过5年冷却期) set_focus = focus_war Character
set_gender X character male/female/opposite 将被瞄准角色的性别设定为男性、女性,或者与他们当前身份相反。警告:干扰角色性别可能会产生意想不到的副作用,请谨慎使用。 set_gender = opposite Characters
set_global_flag any flag Creates a global flag. set_global_flag = west_francia_renamed Control
set_government_type character government 更改角色的政府类型。从2.8版本开始,强制立即政府验证,确保角色能够执行目标政府类型。 set_government_type = feudal_government Government
set_graphical_culture X character culture/character

/province

设定性格的民族,基于某一文化的默认graphical_culture,或其他角色或省份的文化。

注意:它只改变角色的面貌,但不会改变服装。

# Note: will actually set norsegfx

set_graphical_culture = norse

Characters
set_guardian character character Target character becomes guardian of scoped character. set_guardian = ROOT Guardianship
set_hard_to_convert religion bool 是否(该宗教的省份)难以转化为该宗教 set_hard_to_convert = yes Religion
set_heir_designation religion bool 设定该宗教角色是否可以指定继承人。需要印度王朝DLC才能发挥作用。 set_heir_designation = yes Religion
set_holy_site X title religion/title/province 将范围限定为该宗教的圣地。警告:这会让你拥有超过5个圣地,可能会引发奇怪现象。此外,将圣地添加到宗教中而不添加其异端,会导致其图标单独出现在其他共享的圣地中,而不是像正常情况下隐藏。如果目标是称号,则使用头衔持有者的宗教。如果目标是省份,使用省份宗教。 c_london = { set_holy_site = catholic } Religion
set_holy_site_with_heresies X title religion 将标题设定为该宗教及其异端的圣地。警告:这会让你拥有超过5个圣地,可能会引发奇怪现象。 c_london = { set_holy_site_with_heresies = catholic } Religion
set_high_god_name religion key 将该宗教至高神的名字设置为给定的密钥。 set_high_god_name = GOD_QUETZALCOATL Religion
set_ignores_defensive_attrition religion bool 该教派军队是否会受到未改革异教徒防御性消耗的影响 set_ignores_defensive_attrition = yes Religion
set_immune_to_pruning X character bool 让角色变得非常重要。 它们既不会从AI法庭中移除,也不会从存档中删除以减少文件大小。警告:此判决无法逆转。 set_immune_to_pruning = yes Characters
set_interested_society character society Make a character interested in joining the specified society. set_interested_society = the_assassins Societies
set_investiture title string Crown laws
set_investiture = head

set_investiture = any

Government
set_jizya_tax religion bool 允许或禁止对不同宗教群体省份的土地征收异教徒税 set_piety_loss_for_attacking_same_religion = yes Religion
set_job_action character clause Update the current job of a councillor.
job_spiritual = {

    set_job_action = {

	action = action_inquisition

	where = event_target:event_ze_5000_province

    }

}

set_looter_hostility_days character clause Sets characters hostile, without requiring a war or looting
set_looter_hostility_days = {

    who = FROM

    days = 30

}

Characters
set_looting unit bool Used with set_can_toggle_looting set_looting = yes Units
set_male_temple_holders religion bool 该宗教的祭司是否可以是男性 set_male_temple_holders = yes Religion
set_max_consorts religion int 规定该宗教男女可以拥有多少配偶。 set_max_consorts = 4 Religion
set_max_wives religion int 这会规定这个宗教的男人可以娶多少妻子。不适用于女性。 set_max_wives = 3 Religion
set_men_can_take_consorts religion bool Sets the religion's men_can_take_consorts attribute to the given value. norse_pagan = { set_men_can_take_consorts = no } Religion
set_mercenary_maintenance_modifier title modifier set_mercenary_maintenance_modifier = maintaining_mercenary_band_2
set_mother character character set_mother = PREV Family
set_name character/title

/province/artifact /bloodline/wonder/upgrade

string 覆盖角色名称或称号。使用 set_name = “” 会重置原始名称。你也可以使用与被重命名对象同类型的示波器。注意,对于工件,处理本地化后会使用名称,因此所有自定义本地化在处理后都会变为静态。自定义本地化通过使用 set_name effect, so something like set_name = "[This.Religion.GetRandomEvilGodName]" will work.
b_kolbatz = {

    set_name = "Jomsborg"

}



spouse = {

    set_name = liege

}

Control
set_official_crusade_recipient character character/none Sets the official new-style Crusade recipient. Also see official_crusade_recipient scope.
set_official_crusade_recipient = event_target:fourth_crusade_byzantine_refugee

set_official_crusade_recipient = none

Offmap
set_offmap_currency character clause 设定被瞄准角色在指定地图外货币的总额度 offmap power to the value.
set_offmap_currency = {

    offmap = offmap_china

    value = 250

}

Offmap
set_offmap_dislike X ? clause Sets the dislike of the specified offmap power to the specified type. May use random to switch to a random dislike.
set_offmap_dislike = {

    offmap = offmap_china

    type = random

}

Offmap
set_offmap_flag offmap flag Sets a flag in the scoped offmap set_offmap_flag = no_war_news Offmap
set_offmap_holder offmap character 将带瞄准镜的地图外能力当前统治值设置为目标范围。 set_offmap_holder = event_target:invasion_of_china_claimant Offmap
set_offmap_like X ? clause Sets the like of the specified offmap power to the specified type. May use random to switch to a random like.
set_offmap_like = {

    offmap = offmap_china

    type = likes_arabs

}

Offmap
set_offmap_name offmap string 将有范围的非地图电源名称设置为对应字符串的定位键。 set_offmap_name = tang_china Offmap
set_offmap_tmp_flag offmap string 将指定的脚本标志添加到有范围的地图外功率上(请用has_offmap_tmp_flag或 has_offmap_flag 检查)。 set_offmap_tmp_flag = WP_is_not_on_map Offmap
set_opinion_levy_raised_days character clause
set_opinion_levy_raised_days = {

    who = ROOT

    days = 0

}

Opinion
set_original_owner artifact character Changes the original owner of an artifact. set_original_owner = FROM Artifact
set_pacifist religion bool Sets religion pacifist attribute set_pacifist = yes Religion
set_parent_religion any clause Religion becomes an heresy of new parent religion
set_parent_religion = {

    religion = catholic

    parent = orthodox

}

Religion
set_pc_marriage religion bool 是否允许针对特定宗教角色进行亲子婚姻 set_pc_marriage = yes Religion
set_peace_piety_gain religion double 设定该宗教角色在和平状态下的每月虔诚度提升 set_peace_piety_gain = 1 Religion
set_peace_prestige_loss religion bool 在和平期太久时,允许/禁用该宗教角色每月失去声望 set_peace_prestige_loss = no Religion
set_pentarch_title X title title/none 该头衔归属于指定的五旬人席位
k_aragon = {

    set_pentarch_title = b_jerusalem

}

Religion
set_pentarchy religion bool 该宗教的领域是否可以遵循五大席位。另见 set_pentarch_title. Incompatible with set_can_have_antipopes = yes. set_pentarchy = yes Religion
set_picture artifact gfx 为有瞄准镜的文物设置不同的图片 set_picture = GFX_sword_golden< Artifacts
set_piety_loss_for_attacking_same_religion religion bool 当有范围的宗教角色与同一宗教角色处于战争状态时,可以开启或禁用每月的虔诚度损失。 set_piety_loss_for_attacking_same_religion = yes Religion
set_player_character character character 控制瞄准镜角色的玩家开始控制指定角色。不强制留在同一王朝内。 WARNING:这个可能会导致游戏结束,所以请谨慎使用。 set_player_character = event_target:new_crusader_king Control
set_policy offmap id 将有范围的离地图能力当前策略设置为指定的ID(对应于/common/offmap_powers/policies中的策略)。 set_policy = china_open Offmap
set_preferred_capital X title province 将所辖头衔的de jure首府设定为指定的省/头衔。如果右侧是男爵领或县爵位,则以相应省为首府;对于更高等级的爵位,则使用该爵位的de jure省。自2.8补丁起,动态和静态游戏都有效。还会接收相对范围(FROM、root、prev 等)和保存的事件目标。 set_preferred_capital = 35/b_oudenaarde/c_brugge/d_normandy/k_brittany/e_italy Government
set_priests_can_inherit religion bool 关于该宗教祭司是否能继承土地头衔 set_priests_can_inherit = yes Religion
set_priests_can_marry religion bool 该宗教的祭司是否可以结婚 set_priests_can_marry = yes Religion
set_protected_inheritance title bool Crown laws: avoid titles leaving the realm upon inheritance set_protected_inheritance = yes Government
set_province_flag province flag set_province_flag = home_of_jeanne_darc Control
set_psc_marriage religion bool 是否允许为该宗教角色举行叔侄和嬸姪婚姻 set_psc_marriage = yes Religion
set_quest character quest_id/clause 为该角色创建任务。社会可以选择性地指定。 set_quest = monastic_orders_temple_construction Societies
set_quest_target character/title/province clause 创建针对当前范围的任务,或将已有目标的目标改为该范围。
Parameter Type Description
id quest_id 任务的名字。动态的,可以是任何东西(不过需要本地化)。
holder character 就是接收任务的角色,或者已经拥有任务的角色。
society society 可选,默认由角色所处社会决定。如果社会没有设定,角色也不是社会的一部分,这会发送错误,什么都不会发生。
set_quest_target = {

    id = quest_the_assassins_protege

    holder = FROM

    society = the_assassins

}

Societies
set_raised_vassal_opinion_loss religion bool 设定角色在招募附庸军队时是否会受到附庸好感 set_raised_vassal_opinion_loss = yes Religion
set_real_father character character When a child is denounced (no official father), real_father is used to keep track of it. set_real_father = FROM Family
set_reincarnation character character/0
father_even_if_dead = {

    ROOT = {

	set_reincarnation = THIS

    }

}

Family
set_rel_head_defense X religion bool Sets the religion's rel_head_defense attribute to the given value. catholic = { set_rel_head_defense = no } Religion
set_religion_head religion bool Sets the title that controls the religion. Use none 把宗教设定为没有任何控制者。如果在召集时,头衔已经控制了该宗教,那么该称号将不再控制该宗教。 set_religion_head = k_norway/ROOT/none Religion
set_seafaring religion bool 决定AI是否更喜欢袭击沿海省份 set_seafaring = yes Religion
set_secret_religion character religion/province/title/society/clause 将角色的秘密宗教设置在右侧(如适用,默认为秘密宗教)。可以展开来指定使用哪种可见性。
set_secret_religion = taoist



set_secret_religion = {

    target_type = public

    target = FROM

}

Religion
set_short_name title bool Sets the title's short_name parameter to the given value. set_short_name = yes Titles
set_short_reign_opinion_year_mult religion int Sets short reign opinion malus multiplier.
set_short_reign_opinion_year_mult = 2.5

set_short_reign_opinion_year_mult = 0

set_short_reign_opinion_year_mult = -1000

Religion
set_siphon_factor_to title double 设定动态雇佣兵称号能支付给其创作者的收入 set_siphon_factor_to = 0.10 Titles
set_society_grandmaster character bool 设定或取消被设定为社会大宗师的角色。 set_society_grandmaster = yes Societies
set_society_progress society float Set the society's current progress to a given value. set_society_progress = 0 Societies
set_special_character_title character key set_special_character_title = GENGHIS_KHAN Characters
set_status offmap id 将有范围的地图外能力当前状态修饰符设置为指定的ID(对应于/common/offmap_powers/statuses中的修饰符)。 set_status = china_stable Offmap
set_the_kings_full_peace title bool Crown laws: allow/disallow vassals to wage war set_the_kings_full_peace = yes Government
set_the_kings_peace title bool Crown laws: allow/disallow vassals to wage war between them set_the_kings_peace = no Government
set_title_flag title flag Creates a flag on a title set_title_flag = temporary_landless_title Control
set_title_adventurer title clause set/unset title as being an adventurer title.
set_title_adventurer = {

    title = THIS

    status = yes

}

Titles
set_title_landless title clause set/unset title as being a temporary title.
set_title_landless = {

    title = THIS

    status = yes

}

Titles
set_title_nomad title clause set/unset title as being a nomad title.
set_title_nomad = {

    title = THIS

    status = no

}

Titles
set_trade_route_base_value X holding title? double? Holdings
set_trade_route_value_multiplier X holding title? double? Holdings
set_tribal_vassal_levy_control title bool Whether liege can directly raise tribal vassal levies set_tribal_vassal_levy_control = yes Laws
set_tribal_vassal_tax_income title bool Whether tribal vassals pay taxes to their liege set_tribal_vassal_tax_income = yes Laws
set_truce character clause 给被瞄准角色对目标角色的暂时停战
set_truce = {

    who = FROM

    days/months/years = 5

}

Wars
set_unit_modifier religion clause 为所有拥有范围宗教角色的单位设置修正值
set_unit_modifier = { }



set_unit_modifier = {

    garrison_size = 0.3

    levy_size = 0.2



    key = DEF_RELIGION

}

Religion
set_unit_home_modifier religion clause 为所有拥有范围宗教角色的单位设置修正值,前提是处于宗教匹配省份
set_unit_home_modifier = { }



set_unit_home_modifier = {

    land_morale = 0.8

    light_infantry_defensive = 0.8

    heavy_infantry_defensive = 0.8

    pikemen_defensive = 0.8

    light_cavalry_defensive = 0.8

    knights_defensive = 0.8

    archers_defensive = 0.8 

    horse_archers_defensive = 0.8

    camel_cavalry_defensive = 0.8

    war_elephants_defensive = 0.8



    garrison_size = 0.4



    key = DEF_RELIGION_HOME_TERRITORY

}

Religion
set_uses_decadence religion double Sets whether or not religion uses decadence mechanic set_uses_decadence = yes Religion
set_variable character/province clause Used to create (or reset) a variable 变为某个值,或变为另一个变量的值。可以指定另一个作用域,从中取第二个变量。
set_variable = {

    which = bob_saget

    value = 1

}



set_variable = {

    which = bob_saget

    which = another_var

    who = FROM

}

Control
set_women_can_take_consorts religion bool Sets the religion's women_can_take_consorts attribute to the given value. norse_pagan = { set_women_can_take_consorts = yes } Religion
set_wonder_damaged wonder bool Damages a wonder set_wonder_damaged = yes Wonders
set_wonder_flag wonder string Adds a script flag to the scoped wonder. set_wonder_flag = religious_wonder Wonders
set_wonder_model wonder pdxMesh 使用指定的模型,定义在 interface\wonder_mesh.gfx 中,设置了奇迹 set_wonder_model = wonder_hagia_sophia Wonders
set_wonder_upgrade_flag upgrade string Adds a script flag to the scoped upgrade. set_upgrade_flag = broken_upgrade Wonders
society_quest_event character clause Fires a quest event to scoped character. See event modding.
Parameter Type Description
id int Required. Event ID to fire. May use a namespace.
days/months/years int 可选。基地延迟后再触发事件。如果未指定,事件将瞬间发生。
random int 可选。事件发生日期随机添加天数,封闭式 (days to days+random).
tooltip Key Optional localisation key to show as tooltip.
society_quest_event = {

    id = MNM.3398

    days = 7

    random = 7

}

Control
society_rank_down X character int/clause 按当前社会或如适用的社会中指定的等级数来降低角色的等级。
society_rank_down = 1



society_rank_down = {

    society = the_assassins

    rank = 1

}

Societies
society_rank_up character int/clause 按角色当前社会或指定社会的等级数提升角色等级。
society_rank_up = 1



society_rank_up = {

    society = the_assassins

    rank = 1

}

Societies
sound_effect any sound Plays the specified sound, as defined in interface/sound.sfx sound_effect = devil_worshippers_desecrate_temple Sounds
spawn_disease province disease Spawns a specific disease in the scoped province spawn_disease = typhoid_fever Health
spawn_fleet character clause
Parameter Type Description
province province/closest Closest sea zone
owner character
earmark earmark 单位身份证,以便以后查阅。
troops clause Fixed amount of troops in the form troop_type = { <max_value> <starting_value> }. Ex: galleys = { 20 20 }
match_character character
match_mult double Matches against the total levies of every single holding
match_min double
disband_on_peace bool
cannot_inherit bool
spawn_fleet = {

    province = closest

    owner = ROOT

    disband_on_peace = yes

    earmark = conscripted_merchant_ships

    

    troops = {

	galleys = { 20 20 }

    }

}

Wars
spawn_unit character clause
Parameter Type Description
province province/closest/closest_to_capital Spawn location
home province
owner character
leader character/none Defaults to current character scope.
earmark earmark 单位身份证,以便以后查阅。可以通过 earmark_ARMY and earmark_ARMY_OF.
troops clause Fixed amount of troops in the form troop_type = { <max_value> <starting_value> }. Ex: archers = { 100 100 }
match_character character Character to match against for match_mult
match_settlement barony title Holding to match against for match_mult
match_mult double Proportional amount of troops to match_character total levy size (levies and event troops) or match_settlement (current garrison and levies combined)
match_max double
match_min double
disband_on_peace bool Will auto-disband if at peace.
cannot_inherit bool Marked as not inheritable
attrition double Attrition multiplier (1.0 for normal, 0 for attrition-less)
maintenance_multiplier double Will have normal maintenance cost multiplied by this value
scaled_by_biggest_garrison double 军队规模按省份最大征兵和驻军规模的总和乘以相应比例
merge bool 将本省所有团合并为一支军队
can_toggle_looting bool
is_looter bool
reinforces bool By default spawned units do not reinforce.
reinforce_rate_multiplier double
maintenance bool
spawn_unit = {

    owner = ROOT

    province = ROOT

    home = ROOT

  

    troops = {

	archers = { 500 500 }

	light_infantry = { 1500 1500 }

	heavy_infantry = { 300 300 }

	light_cavalry = { 200 200 }

    }



    attrition = 1.0

    disband_on_peace = yes

    maintenance_multiplier = 0.5

}

Wars
start_faction X character clause 在当前角色范围的领主上组建一个派系,如果该领主尚未存在的话。根据新成立的派系类型,需要不同的论据:
  • character: faction
  • liege_titles: faction, title
  • liege_titles_w_claimant: faction, title, thirdparty

可选的can_join_existing参数控制角色是否加入该阵营(如果该阵营已存在),默认行为为“否”。

start_faction = {

    faction = faction_succ_seniority

    title = event_target:liege_primary_title

    can_join_existing = yes

}

Factions
start_outbreak X any disease 强制爆发疫情,但遵循disease.txt文件中设定的情景。 Health
start_society_progress society bool Enables the society's progress bar. start_society_progress = yes Societies
stop_society_progress society bool Disables the society's progress bar. stop_society_progress = yes Societies
steal_population_scaled character clause Steal population from another nomad clan
steal_population_scaled = {

    target = FROM

    percentage = 0.10

}

Jobs
steal_random_tech X province character/title/province 使用目标称号的首都de jure,使用目标角色的首都省份(或其领主的首都,如果未领地) steal_random_tech = character Jobs
subjugate_or_take_under_title character clause
subjugate_or_take_under_title = {

    title = PREV

    enemy = FROM

}

Wars
subtract_variable X character/province clause Subtract specified value or another variable 映射为变量。可以指定一个取第二个变量的范围。
subtract_variable = {

    which = var

    value = 1

}



subtract_variable = {

    which = var

    which = another_var

}

Control
succession title succession/clause 要么是硬编码的继承类型:法槌王、长子继承、feudal_elective、长子、catholic_bishopric、open_elective、turkish_succession、patrician_elective、终生继承制、纹章制度、任命、papal_succession、elective_gavelkind

Or a clause consisting of an elective base_type (feudal_elective, elective_gavelkind, or tanistry) and voting_rules token (defined in common/succession_voting/)

The latter can also be set separately using the elective_voting_rules command.

succession = primogeniture
succession = {

    base_type = feudal_elective

    voting_rules = byzantine_elective

}

Government
succession_w_cooldown title succession/clause succession_w_cooldown = primogeniture Government
transfer_artifact artifact clause Transfers the artifact from one character to another. If from 没有神器,它不会被转移。
transfer_artifact = {

    from = PREV

    to = PREVPREV

}
Artifact
transfer_scaled_wealth character clause
Parameter Type Description
from character Either from or to
to character Either from or to
value all/double 1 means 1 year of income
min double min = 5
max double max = 50
transfer_scaled_wealth = {

    to = FROM

    value = 0.25

    min = 20

    max = 100

}

Money
treasury character int Alias of wealth treasury = -20 Money
trigger_switch any clause
trigger_switch = {

    on_trigger = religion_group



    christian = { ... }

    muslim = { ... }

    jewish_group = { ... }

    fallback = { ... } #if does not match any of the above

}

Control
troops unit/siege double 根据所示金额调整单位大小 troops = -0.2 Army
unit_event X character clause Fires an event to scoped character. Rarely used. See event modding and On_actions.
Parameter Type Description
id int Required. Event ID to fire. May use a namespace.
days/months/years int 可选。基地延迟后再触发事件。如果未指定,事件将瞬间发生。
random int 可选。事件发生日期随机添加天数,封闭式 (days to days+random).
tooltip Key Optional localisation key to show as tooltip.
unit_event = {

    id = 700

}

Control
unsafe_destroy_artifact artifact/character bool/artifact Destroys the artifact, even if indestructible.
unsafe_destroy_artifact = cursed_diamond



hidden_effect = {

    unsafe_destroy_artifact = yes

}

Artifacts
unsafe_destroy_landed_title any title 绕过了销毁所有权中的部分错误检查,允许销毁无地所有权。警告:使用此效果请谨慎使用!
d_iconoclast = { 

    unsafe_destroy_landed_title = THIS

}
Titles
unsafe_give_minor_title character minor_title 有范围的角色会从主君那里获得一个小头衔,忽略了相关要求 unsafe_give_minor_title = title_commander Rulers
unsafe_impregnate character character/0 范围会被价值所影响。这对已经怀孕的人也有效。 unsafe_impregnate = ROOT Marriage
unsafe_impregnate_cuckoo X character character/0 unsafe_impregnate_cuckoo = ROOT Marriage
unsafe_religion character/title religion 绕过设定宗教中的部分错误检查,允许更改圣教领袖、宗教领袖或叛乱领袖的宗教。 警告:使用此效果请谨慎使用!3.3.0版本似乎有问题。
d_iconoclast = {

    holder_scope = {

	unsafe_religion = orthodox  

    }

}

Religion
unsafe_war character clause 类似战争指挥,但不保证CB能被使用。
unsafe_war = {

    target = PREVPREV

    casus_belli = duchy_adventure

    thirdparty_title = PREV

    tier = DUKE

}

Wars
usurp_title character/title title/character/clause
c_pest = { usurp_title = ROOT }



usurp_title = {

    target = ROOT

    type = invasion

}

Titles
usurp_title_only title character/clause Gives strong claim to character being usurped
usurp_title_only = ROOT



usurp_title_only = {

    target = PREV

    type = holy_war

}

Titles
usurp_title_plus_barony_if_unlanded character/title title/character/clause Gives strong claim to character being usurped.

Note: 命令在示例中被缩短,以避免拉长列。

plot_target_title = { 

    <command> = PREV

}

Titles
usurp_title_plus_barony_if_unlanded

_and_vassals

character/title/clause title/character Targeted character will usurp scoped title

Note: 命令在示例中被缩短,以避免拉长列。

c_byzantion = { 

    <command> = PREV

}

Titles
usurp_title_plus_barony_if_unlanded

_and_vassals_no_adj

character/title title/character/clause Targeted character will usurp scoped title

Note: 命令在示例中被缩短,以避免拉长列。

<command> = {

    target = ROOT 

    type = claim

}

Titles
vassalize_or_take_under_title character clause Note: 命令在示例中被缩短,以避免拉长列。
<command> = {

    title = PREV

    enemy = FROM

}

Vassalage
vassalize_or_take_under_title

_destroy_duchies

character clause Note: 命令在示例中被缩短,以避免拉长列。
<command> = {

    title = PREV

    enemy = FROM

}

Vassalage
war character clause 发动战争,当前角色为攻击方。另见 reverse_war. infamy 可以用来覆盖威胁值(例如 infamy = 0).
war = {

    target = PREVPREV

    casus_belli = duchy_adventure

    thirdparty_title = PREV

    tier = DUKE

}

Wars
wealth character double/character 用指定金额修改有范围角色的财富,或用另一个角色的财富。 wealth = -50 Money

See also

References

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