The life of the ruler in the Crusader Kings series can be difficult, but luckily you can bend the rules a little bit. In this guide, we’ll teach you how to Cheat in Crusader Kings 3, All Codes, and Console Commands.Â
How to Cheat in Crusader Kings 3
The most basic form of cheating (and I mean beyond what the game actually encourages you to do. Intrigue and betrayal are pretty much the whole point) doesn’t require codes at all.
All you need to do is to pause time, then press ESC to go on the menu at any time, then click on “Switch character” and select a ruler you want to “bend to your will,” and then simply make them do whatever you want.
Just make sure not to unpause (or your own ruler will be driven by the AI at that point, and it might do something you don’t like). When you’re done, simply go back to your ruler using the same procedure, and you’re done.
This is especially useful to get as much money as you want, as you can simply have all the other rulers within the diplomatic range send you monetary gifts.
If they don’t have enough money for a gift to you, just send the gifts from multiple other rulers to another that requires smaller gifts, and have that ruler send it over to you like a nice little crowned ATM.
Of course, you can use the same exploit to force other rulers to do other things you want, like sending you marriage requests that are convenient for you (for instance, matrilineal marriages for your daughters), swear fealty as your vassals, surrender during a war, and generally execute plays in your favor.
- Pause your game.
- Press ESC to access the menu.
- Click Switch character.
- Select the ruler you want to control.
- Play in your favor. Do not unpause.
- Press ESC to access the menu.
- Click Switch character.
- Select your original ruler.
Do keep in mind that this does not work in Ironman mode and you can’t earn achievements while switching between characters.
Crusader Kings 3 Codes and Console Commands
Below you can check out a list of cheats from Paradox’s own wiki.
In order to use them you need to start the game in debug mode. On the Steam client, right-click on the game and select Properties, then under the General tab, click the Set Launch Options button. Add -debug_mode to the launch options, then launch the game.
This only works if Ironman mode is deactivated. In debug mode you can access the console by pressing Shift+2, ALT+2+1, Shift+3,§, ~, ^, °, ², or ` depending on your keyboard layout. If everything else fails, try pressing Shift + Alt + C.
Commands that are a toggle (for instance the yesmen cheat) can be turned off by using them a second time.
Command | Effect | Parameters | Example |
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age | Adds [amount] of age to [character id], if no character is specified then the player character. Negative values lower it. | [amount] [character id] | age 20 |
add_claim | Adds a pressed claim on [title id] to [character id], if no character is specified then the player character. | [title id] [character id] | add_claim e_hre |
add_doctrine | Adds [doctrine id] to [faith id], if no faith is specified then the player character’s faith. Pressing tab reveals all doctrine IDs. | [doctrine id] [faith id] | add_doctrine doctrine_pluralism_fundamentalist catholic |
add_dread | Adds [amount] of stress to [character id], if no character is specified then the player character. Negative values lower it. | [amount] [character id] | add_dread 100 |
add_maa | Adds [regiment id] of of men-at-arms to [character id], if no character is specified then the player character. Pressing tab reveals all regiment IDs. | [regiment id] [character id] | add_maa bowmen |
add_perk | Adds [perk id] to [character id], if no character is specified then the player character. Pressing tab reveals all perk IDs. | [perk id] [character id] | add_perk thoughtful_perk |
add_piety | Adds [amount] of piety to the player character. Negative values lower it. Default 1000. | [amount] | add_piety 9000 |
add_prestige | Adds [amount] of prestige to the player character. Negative values lower it. Default 1000. | [amount] | add_prestige 16000 |
add_realm_law | Passes [law id] to the realm of [character id], if no character is specified then the player character’s realm. Pressing tab reveals all law IDs. | [law id] [character id] | add_realm_law crown_authority_3 |
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add_realm_law_skip_effects | Adds [law id] to the realm of [character id], if no character is specified then the player character’s realm. Pressing tab reveals all law IDs. | [law id] [character id] | add_realm_law_skip_effects crown_authority_3 |
add_relation | Adds [relation id] between [character id] and [character id], if only one character is specified then between the player character and them. | [relation id] [character id] | add_relation friend 1234 |
add_secret | Adds [secret id] to the player character. Pressing tab reveals all secret IDs. | [secret id] | add_secret secret_witch |
add_stress | Adds [amount] of stress to [character id], if no character is specified then the player character. Negative values lower it. | [amount] [character id] | add_stress 50 |
add_title_law | Adds [succession law id] to [title id]. | [title id] [law id] | add_title_law e_hre feudal_elective_succession_law |
add_trait | Adds [trait id] to [character id], if no character is specified then the player character. Pressing tab reveals all trait IDs. | [trait id] [character id] | add_trait witch |
add_lifestyle_xp_all | Adds [amount] of experience to all lifestyles of [character id], if no character is specified then the player character. Default 1000. | [amount] [character id] | add_lifestyle_xp_all 2000 |
add_diplomacy_lifestyle_xp | Adds [amount] of diplomacy lifestyle experience to [character id], if no character is specified then the player character. Default 1000. | [amount] [character id] | add_diplomacy_lifestyle_xp 2000 |
add_martial_lifestyle_xp | Adds [amount] of martial lifestyle experience to [character id], if no character is specified then the player character. Default 1000. | [amount] [character id] | add_martial_lifestyle_xp 2000 |
add_stewardship_lifestyle_xp | Adds [amount] of stewardship lifestyle experience to [character id], if no character is specified then the player character. Default 1000. | [amount] [character id] | add_stewardship_lifestyle_xp 2000 |
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add_intrigue_lifestyle_xp | Adds [amount] of intrigue lifestyle experience to [character id], if no character is specified then the player character. Default 1000. | [amount] [character id] | add_intrigue_lifestyle_xp 2000 |
add_learning_lifestyle_xp | Adds [amount] of learning lifestyle experience to [character id], if no character is specified then the player character. Default 1000. | [amount] [character id] | add_learning_lifestyle_xp 2000 |
change_culture | Changes the culture of [county id] to [culture id]. | [county id] [culture id] | change_culture 496 swedish |
change_development_level | Adds [amount] of development to [county id], if no county is specified then the player character’s capital. Negative values lower it. | [amount] [county id] | change_development_level 100 496 |
change_fervor | Adds [amount] of fervor to [faith id], if no faith is specified then the player character’s faith. Negative values lower it. Default 10. | [amount] [faith id] | change_fervor 100 catholic |
change_diplomacy | Adds [amount] of diplomacy skill to [character id], if no character is specified then the player character. Negative values lower it. | [amount] [character id] | change_diplomacy 16 |
change_martial | Adds [amount] of martial skill to [character id], if no character is specified then the player character. Negative values lower it. | [amount] [character id] | change_martial 16 |
change_stewardship | Adds [amount] of stewardship skill to [character id], if no character is specified then the player character. Negative values lower it. | [amount] [character id] | change_stewardship 16 |
change_intrigue | Adds [amount] of intrigue skill to [character id], if no character is specified then the player character. Negative values lower it. | [amount] [character id] | change_intrigue 16 |
change_learning | Adds [amount] of learning skill to [character id], if no character is specified then the player character. Negative values lower it. | [amount] [character id] | change_learning 16 |
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change_prowess | Adds [amount] of prowess skill to [character id], if no character is specified then the player character. Negative values lower it. | [amount] [character id] | change_prowess 16 |
clear_character_modifiers | Removes all character modifiers from [character id], if no character is specified then the player character. | [character id] | clear_character_modifiers |
clear_title_laws | Removes all title succession laws from [title id]. | [title id] | clear_title_laws e_hre |
clear_traits | Removes all traits from [character id], if no character is specified then the player character. | [character id] | clear_traits |
discover_all_eras | Discovers all innovations for the culture of [character id], if no character is specified then the player character’s. | [character id] | discover_all_eras |
discover_era | Discovers [era id] and all its innovations for the player character’s culture. Pressing tab reveals all era IDs. Default current era. | [era id] | discover_era culture_era_early_medieval |
discover_fascination | Discovers the current fascination for the culture of [character id], if no character is specified then the player character’s. | [character id] | discover_fascination |
discover_innovation | Discovers [innovation id] for the culture of [character id], if no character is specified then the player character’s. Pressing tab reveals all innovation IDs. | [innovation id] [character id] | discover_innovation innovation_motte |
dynasty_prestige | Adds [amount] of renown to [dynasty id], if no dynasty is specified then the player character’s dynasty. Negative values lower it. Default 1000. | [amount] [dynasty id] | dynasty_prestige 100000 |
end_schemes | All schemes targeting the player character are abandoned. | None | end_schemes |
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event | Triggers [event id]. | [event id] | event lifestyle_nicknames.0001 |
gain_all_dynasty_perks | Buys all dynasty legacies for the dynasty of [character id], if no character is specified then the player character’s. | [character id] | gain_all_dynasty_perks |
gain_all_perks | Gives all lifestyle perks to [character id], if no character is specified then the player character. | [character id] | gain_all_perks |
give_title | Gives [title id] to [character id], if no character is specified then the player character. | [title id] [character id] | give_title e_hre |
gold | Adds [amount] of gold to the player character. Negative values lower it. Default 1000. | [amount] | add_gold 500 |
instabuild | Holdings and buildings in the player character’s domain are finished in a day. Entering it again disables it. | None | instabuild |
instant_birth | Pregnancies last a day. Entering it again disables it. | None | instant_birth |
join_era | Enters [era id] for the culture of [character id], if no character is specified then the player character’s. Pressing tab reveals all era IDs. | [era id] | join_era culture_era_high_medieval |
kill | Kills [character id], if no character is specified then the player character. | [character id] | kill |
know_schemes | Discovers all schemes targeting the player character. | None | know_schemes |
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merge_culture | Changes the culture of all counties of [culture id] to [culture id]. | [culture id] [culture id] | merge_culture greek swedish |
pregnancy | Impregnates female [character id] with father [character id], if no character is specified then an unknown father. | [character id] [character id] | pregnancy 1234 |
remove_doctrine | Removes [doctrine id] from [faith id], if no faith is specified then the player character’s faith. Pressing tab reveals all doctrine IDs. | [doctrine id] [faith id] | remove_doctrine doctrine_pluralism_righteous catholic |
remove_nick | Removes the current nickname from [character id], if no character is specified then the player character. | [character id] | remove_nick |
remove_relation | Removes [relation id] between [character id] and [character id], if only one character is specified then between the player character and them. | [relation id] [character id] | remove_relation friend 1234 |
remove_trait | Removes [trait id] from [character id], if no character is specified then the player character. Pressing tab reveals all trait IDs. | [trait id] [character id] | remove_trait witch |
set_culture | Changes the culture to [culture id] for [character id], if no character is specified then the player character. Pressing tab reveals all culture IDs. | [culture id] [character id] | set_culture swedish |
set_dread | Sets the dread to [amount] for [character id], if no character is specified then the player character. | [amount] [character id] | set_dread 100 |
set_faith | Changes the faith to [faith id] for [character id], if no character is specified then the player character. Pressing tab reveals all faith IDs. | [faith id] [character id] | set_faith catholic |
set_focus | Sets the focus to [focus id] for [character id], if no character is specified then the player character. | [focus id] [character id] | set_focus diplomacy_majesty_focus |
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set_nick | Gives [nickname id] to [character id], if no character is specified then the player character. | [nickname id] [character id] | set_nick nick_the_lazy |
set_sexuality | Changes the sexual orientation to [sexuality id] for [character id], if no character is specified then the player character. | [sexuality id] [character id] | set_sexuality bisexual |
set_stress | Sets the stress to [amount] for [character id], if no character is specified then the player character. | [amount] [character id] | set_stress 0 |
set_diplomacy | Sets the diplomacy skill to [amount] for [character id], if no character is specified then the player character. | [amount] [character id] | set_diplomacy 16 |
set_martial | Sets the martial skill to [amount] for [character id], if no character is specified then the player character. | [amount] [character id] | set_martial 16 |
set_stewardship | Sets the stewardship skill to [amount] for [character id], if no character is specified then the player character. | [amount] [character id] | set_stewardship 16 |
set_intrigue | Sets the intrigue skill to [amount] for [character id], if no character is specified then the player character. | [amount] [character id] | set_intrigue 16 |
set_learning | Sets the learning skill to [amount] for [character id], if no character is specified then the player character. | [amount] [character id] | set_learning 16 |
set_prowess | Sets the prowess skill to [amount] for [character id], if no character is specified then the player character. | [amount] [character id] | set_prowess 16 |
yesmen | AI characters accept all proposals. Entering it again disables it. | None | yesmen |
Testing Commands
Command | Effect | Parameters | Example |
---|---|---|---|
clear | Clears console history. | None | clear |
effect | Executes a scripted effect. | [effect script] | effect test |
faction_spawn | Spawns [faction type] if there are valid counties or courtiers to create it. | [faction type] | faction_spawn peasant_faction |
generate_cadet_coa | Generates a new coat of arms for the player character’s house. | None | generate_cadet_coa |
help | Prints the description of [command], if empty lists all console commands. | [command] | help help |
instamove | Armies more one barony per day. | None | instamove |
map_editor | Opens the map editor. | None | map_editor |
nomen | AI characters refuse all proposals. Entering it again disables it. | None | nomen |
observe | Enters observer mode. | None | observe |
play | Switches character to [character id]. | [character id] | play 1234 |
portrait_editor | Opens the portrait editor. | None | portrait_editor |
run | Executes the commands in [file name]. The file must be placed in Documents/Paradox Interactive/Crusader Kings III. | None | run test.ini |
set_is_ai | Allows the AI to control [character id]. | [character id] | set_is_ai 1234 |
set_is_player | Disallows the AI to control [character id]. | [character id] | set_is_player 1234 |
yesmen | AI characters accept all proposals. Entering it again disables it. | None | yesmen |
Console Commands
Do keep in mind that commands should always be typed in one line.
Command | From scope | Value type | Description | Example | Category |
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activate_holy_site | faith | Activate an inactive holy site. | <faith_scope> = { activate_holy_site = <holy_site_name> } | Faiths | |
add_attacker | war | character | Adds the target character to the scope war as an attacker. | Wars | |
add_character_flag | character | flag | Adds a character flag. | add_character_flag = X add_character_flag = { flag = X days/weeks/years = Y } X is the name of the flag and Y is a value or value interval “{ min max }”. | Flags |
add_character_modifier | character | modifier/int | Add a modifier to a character. | add_character_modifier = name add_character_modifier = { modifier = name days/weeks/months/years = int } | Modifiers |
add_county_modifier | landed title | modifier/int | Add a modifier to a county. | add_county_modifier = name add_county_modifier = { modifier = name days/weeks/months/years = int } | Modifiers |
add_courtier | character | character | Add the target character to the scope character’s court. | Characters | |
add_defender | war | character | Adds the target character to the scope war as a defender. | Wars | |
add_diplomacy _lifestyle_perk_points | character | int | Adds lifestyle per points to the given character. | Lifestyles | |
add_diplomacy _lifestyle_xp | character | int | Adds lifestyle XP to the given character. | Lifestyles | |
add_doctrine | faith | doctrines | Add doctrine to faith. | <faith_scope> = { add_doctrine = <doctrine_name> } | Faiths |
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add_dread | character | int | Adds (or removes) dread to a character. | Characters | |
add_dynasty_modifier | dynasty | Adds a modifier to a dynasty. | add_dynasty_modifier = name add_dynasty_modifier = { modifier = name days/weeks/months/years = int } | Modifiers | |
add_dynasty_perk | dynasty | key | Adds dynasty perk. | add_dynasty_perk = key | Lifestyles |
add_dynasty_prestige | dynasty | int | Adds dynasty prestige. | Dynasty | |
add_dynasty _prestige_level | dynasty | Adds dynasty prestige levels. | Dynasty | ||
add_faction_discontent | faction | Adds (or subtracts) discontent to the scope faction. | add_faction_discontent = X | Factions | |
add_gold | character | Adds gold to a character. | Characters | ||
add_hook | character | hook/character/ secret/int | Adds a hook on a character. Does send a toast to the player if it’s involved. | add_hook = { type = X, target = Y, secret = Z, days/months/years = W } days/months/years optional (taken from hook type otherwise) and can be a value or an interval, secret required for hook types that require it. | Hooks and Secrets |
add_hook_no_toast | character | hook/character/ secret/int | Adds a hook on a character. Does NOT send a toast to the player. | add_hook = { type = X, target = Y, secret = Z, days/months/years = W } days/months/years optional (taken from hook type otherwise) and can be a value or an interval, secret required for hook types that require it. | Hooks and Secrets |
add_house_modifier | dynasty/house | modifier | Add a modifier to a house. | add_house_modifier = name | Modifiers |
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add_innovation | culture | innovation | Add innovation to a culture. | Innovations | |
add_intrigue _lifestyle_perk_points | character | int | Adds lifestyle per points to the given character. | Lifestyles | |
add_intrigue _lifestyle_xp | character | int | Adds lifestyle XP to the given character. | Lifestyles | |
add_joined _faction_discontent | character | int | Adds (or subtracts) discontent to the factions the scope character is in. | add_joined_faction_discontent = X | Factions |
add_knows_of_killer | character | character | Adds the right hand side character as knowing of the killer of the scoped object. | dead_person = { add_knows_of_killer = root } | Characters |
add_learning _lifestyle_perk_points | character | int | Adds lifestyle per points to the given character. | Lifestyles | |
add_learning_lifestyle_xp | character | int | Adds lifestyle XP to the given character | Lifestyles | |
add_martial _lifestyle_perk_points | character | int | Adds lifestyle per points to the given character. | Lifestyles | |
add_martial_lifestyle_xp | character | int | Adds lifestyle XP to the given character. | Lifestyles | |
add_opinion | character | modifier/int/ character | Adds a temporary opinion modifier. | add_opinion = { modifier = X days/months/years = Y target = Z } | Characters |
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add_perk | character | Adds the perk for this character | Lifestyles | ||
add_piety | character | Gives (or takes) piety to a character. | Characters | ||
add_piety_experience | character | Gives (or takes) piety experience to a character. | Characters | ||
add_piety_level | character | Increases (or decreases) the piety level of a character. | Characters | ||
add_pressed_claim | character | landed title | Gives a pressed claim to a character. | Title | |
add_prestige | character | Gives (or takes) prestige to a character. | Characters | ||
add_prestige_experience | character | Gives (or takes) prestige experience to a character. | Characters | ||
add_prestige_level | character | Increases (or decreases) the prestige level of a character. | Characters | ||
add_random_innovation | culture | innovation/bool | Add random available innovation | <culture> = { add_random_innovation = culture_group_military/culture_group_civic/culture_group_regional/yes } | Innovations |
add_realm_law | character | Adds the given law to the scoped character. | Laws | ||
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add_realm _law_skip_effects | character | Adds the given law to the scoped character. Skips the cost and the pass effect, and the revoke effects of the current law. | Laws | ||
add_relation_flag | character | Adds a flag to an existing relation. | add_relation_flag = { relation = scripted_relation flag = flag_name (declared in the relation’s script) target = other_character } | Flags | |
add_scheme_cooldown | character | character/ scheme/int | Sets a scheme cooldown for the scoped character. | <scoped_character> = { target=target_character type=scheme_type days/weeks/months/years = duration } | Hooks and Schemes |
add_scheme_modifier | scheme | modifier for “type” and int for “days” | Adds the specified scheme modifier. | add_scheme_modifier = { type = X days = Y } (Days are optional, the modifier will expire in Y days if specified) | Modifiers |
add_scheme_progress | scheme | int | Add progress to the scope scheme. (Progress is in 0.0 – 100.0 range) | add_scheme_progress = X | Schemes |
add_secret | character | secret/character | Adds a secret. Note that if you create a Secret in the immediate effect, the tooltips for other effects run in that Secret’s scope (such as reveal_to) are likely to be displayed incorrectly, or not to be displayed at all. This is due to the game generating the tooltip before it actually has a Secret that exists to work off of. Test rigorously and use custom tooltips if necessary. Creating a Secret in the immediate and then running effects on it in an event option should produce perfectly normal tooltips. | add_secret = { type = X target = Y } | Hooks and Secrets |
add_secret_participant | secret | character | Adds an participant to the secret. | Hooks and Schemes | |
add_stewardship _lifestyle_perk_points | character | int | Adds lifestyle per points to the given character. | Lifestyles | |
add_stewardship _lifestyle_xp | character | int | Adds lifestyle XP to the given character. | Lifestyles | |
add_stress | character | int | Increases (or decreases) stress of a character. | Characters | |
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add_targeting _factions_discontent | character | int | Adds (or subtracts) discontent to all the factions that are targeting the scope character. | add_targeting_factions_discontent = X | Factions |
add_to_scheme | character | cheme | Adds a character as an agent to the scheme. | Hooks and Schemes | |
add_trait | character | Adds a trait to a character (the trait will not be added and no tooltip will be shown if the character isn’t eligible for the trait, i.e. when already having the trait, having an opposing trait, not fulfilling the trait’s is_potential trigger or being outside of the trait’s range). | Characters | ||
add_trait_force_tooltip | character | Adds a trait to a character (if the add_trait effect would not add the trait – i.e. when already having the trait, having an opposing trait, not fulfilling the trait’s is_potential trigger or being outside of the trait’s range – a tooltip will be shown but the trait will not be added). | Characters | ||
add_truce_both_ways | character | character/string /bool/war result | Sets the both-way truce against the specified character. ‘character’ specifies the target character ‘override’ says whether it should replace the previous truce even if shorter ‘years / months / days’ sets the duration of the truce ‘result’ specifies the result from the scope character’s point of view (‘white_peace’ by default) ‘casus_belli’ sets the casus belli scope that caused the truce, mutually exclusive with ‘name’ ‘name’ sets a custom description. Dynamic description with the current scope ‘war’ sets the war that caused the truce, mutually exclusive with ‘casus_belli’ | add_truce_both_ways = { character = X years/months/days = Y override = yes/no result = victory/defeat/white_peace casus_belli/war = Z } | Characters |
add_truce_one_way | character | character/string/ bool/war result | Sets the truce against the specified character. ‘character’ specifies the target character ‘override’ says whether it should replace the previous truce even if shorter ‘years / months / days’ sets the duration of the truce ‘result’ specifies the result from the scope character’s point of view (‘white_peace’ by default) ‘casus_belli’ sets the casus belli scope that caused the truce, mutually exclusive with ‘name’ ‘name’ sets a custom description. Dynamic description with the current scope ‘war’ sets the war that caused the truce, mutually exclusive with ‘casus_belli’ | add_truce_one_way = { character = X years/months/days = Y override = yes/no result = victory/defeat/white_peace casus_belli/war = Z } | Characters |
add_tyranny | character | int | Adds (or removes) tyranny to (or from) a character. | Characters | |
add_unpressed_claim | character | landed title | Gives an unpressed claim to a character. | Titles | |
add_visiting_courtier | character | character | Add the target character as the scope character’s guest. | Characters | |
allow_alliance | character | character | Allows (previously broken) alliance with the target character. | Characters | |
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allow_in_scheme | character | Allow the character to join the scheme as an agent. | Hooks and Schemes | ||
apply_ai_vassal _obligation_liege _most_desired | character | Apply the new level for the most desired AI obligation level the liege in the contract wants | Laws | ||
apply_ai_vassal _obligation_vassal _most_desired | character | Apply the new level for the most desired AI obligation level the vassal in the contract wants. | Laws | ||
assign_council_task | character | Assigns the target character to the council task. | assign_council_task = { council_task = council_task_scope target = character_taking_the_position fire_on_actions = yes/no } | Jobs | |
assign_councillor_type | character | Assigns the target character to the first available council position of the type available. | assign_councillor_type = { type = council_position_type_key target = character_taking_the_position fire_on_actions = yes/no } | Jobs | |
banish | character | The character gets banished. | Characters | ||
becomes_independent | character | Becomes and independent ruler. | becomes_independent = { change = ‘previously created title_and_vassal_change’ } | Vassalage | |
break_alliance | character | character | Breaks the alliance with the target character. | Relations | |
cancel_truce_both_ways | character | character | Ends the truce against the specified character, and theirs against the scoped character. | cancel_truce_both_ways = scope:character | Relations |
cancel_truce_one_way | character | character | Ends the truce against the specified character. | cancel_truce_one_way = scope:character | Relations |
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change_county_control | landed title | int | Changes the county control of a title. If the title has higher tier than county, the effect will propagate down to all counties below it. | Control | |
change_current_weight | character | int | Change the current weight of the scoped character | change_current_weight = 20 | Characters |
change_de_jure _drift_progress | landed title | title/int | Change the progress of de jure drift of a title. | <drifting_title> = { change_de_jure_drift_progress = { target = <drift_target_title> values = <progress_change_value> } } | Title |
change_development _level | landed title | int | Changes the development level of a title. If the title has higher tier than county, the effect will propagate down to all counties below it. | Title | |
change_development _progress | landed title | int | Changes the development progress of a title. If the title has higher tier than county, the effect will propagate down to all counties below it. | Development | |
change_development _progress_with_overflow | landed title | int | Changes the development progress of a title. If the title has higher tier than county, the effect will propagate down to all counties below it. Will overflow, so adding +100 to a county with 50 progress left will increase the level by 1 and result in 50 progress towards the next level. | Development | |
change_fervor | faith | int | Changes the fervor of the faith by the given value. | change_fervor = script value | Faiths |
change_first_name | character | key/character | Change the first name of a character. | change_first_name = <localization_key> change_first_name = scope:name/var:name change_first_name = { template_character = scope:character } | Characters |
change_government | character | key | Changes the government of a character. | Characters | |
change_liege | character | Adds a liege change. | change_liege = { liege = ‘Character that should become the new liege’ change = ‘previously created title_and_vassal_change’} | Vassalage | |
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change_prison_type | character | key | Changes the charater’s prison type. Scoped character is the prisoner. Accepts any static modifier (see also improson effect). | change_prison_type = house_arrest | Characters |
change_target_weight | character | int | Change the target weight of the scoped character. | change_target_weight = 20 | Characters |
clear_forced_vote | character | bool | clear_forced_vote = yes | Characters | |
clear_title_laws | landed title | bool | Remove all title laws from the scoped title. DOES NOT apply law removal costs and effects. | clear_title_laws = yes | Laws |
clear_title_laws_effects | landed title | bool | Remove all title laws from the scoped title. DOES apply law removal costs and effects. | clear_title_laws_effects = yes | Laws |
consume_banish_reasons | character | character | ‘Consume’ all banish reasons that the scoped character has on the target character. Until they get a new reason, they cannot banish the target again. | Characters | |
consume_divorce_reasons | character | character | ‘Consume’ all divorce reason that the scoped character has on the target character. Until they get a new reason, they cannot divorce the target again. | Characters | |
consume_execute_reasons | character | character | ‘Consume’ all execute reasons that the scoped character has on the target character. Until they get a new reason, they cannot execute the target again. | Characters | |
consume_imprisonment _reasons | character | character | ‘Consume’ all imprisonment reasons that the scoped character has on the target character. Until they get a new reason, they cannot imprison the target again. | Characters | |
consume_revoke _title_reason | character | character | ‘Consume’ 1 revoke title reason that the scoped character has on the target character. | Characters | |
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copy_inheritable _appearance_from | character | character | Copies the inheritable appearance attributes (inheritable genes in the character’s DNA string) from the target character to the scoped character. | Titles | |
copy_title_history | landed title | title | Copy title history from another title. | copy_title_history = source_title | Titles |
create_alliance | character | character | Create an alliance between the scoped character and the target. The allied through characters determine who gets checked against for if the alliance should persist or not. | create_alliance = scope create_alliance = { target = scope allied_through_owner = scope allied_through_target = scope } | Relations |
create_cadet_branch | character | bool | The scope character creates a cadet branch of the house he is in. | Characters | |
create_faction | key/character | The scoped character creates a faction of the specified type against the specified target. | create_faction = { type = X target = Y } | Factions | |
create_story | character | key/character | Creates and initializes a story cycle with the current character as owner. | create_story = story_type create_story = { type = story_type save_scope_as/save_temporary_scope_as = scope_name # optional way to get a reference to the new story } | Stories |
death | character | character/key | Kills a character. Where X is a character and Y is one of the death reason keys. Or death = natural which will pick a natural death reason to kill the character from. | death = { killer = X death_reason = Y } | Characters |
depose | character | bool | The character gets deposed. | Vassalage | |
destroy_faction | faction | The scope faction is destroyed. | destroy_faction = yes | Factions | |
destroy_title | character | title | Destroys a title. | Titles | |
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disable_exposure_by | secret | character | Forbids the target character from exposing the secret | disable_exposure_by = target_character | Hooks and Schemes |
end_pregnancy | character | End a pregnancy | Characters | ||
end_scheme | scheme | bool | Ends a specific scheme and removes it without any other effect. | end_scheme = yes | Schemes |
end_story | story cycle | Ends a story and executes it’s on_end effect, the story can no longer be accessed after this. | Stories | ||
end_war | war | Ends the war with the specified winner. | end_war = attacker/defender/white_peace | Wars | |
execute_decision | character | Execute the specified decision for the scoped character | Characters | ||
expose_scheme | scheme | Exposes the scheme to the defender | Schemes | ||
expose_scheme_agent | scheme | character | Exposes the target character as an agent of the current scheme. | Schemes | |
faction_remove_war | faction | Removes the war currently associated with the faction. | faction_remove_war = yes | Factions | |
faction_start_war | faction | The scope faction starts the war agains their target. | faction_start_war = { title = [optional] } | Factions | |
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finish_council_task | character | The councillor finish the current assigned task successfully. | Jobs | ||
fire_councillor | character | character | The scope character fires the target character form teh council. | Jobs | |
forbid_from_scheme | character | Forbid the scope character from joining the target scheme as an agent (and kick the character out if already in the scheme) | Hooks and Schemes | ||
force_add_to_scheme | character | key/int | Adds a character as an agent to the scheme and forces them to stay. | force_add_to_scheme = { scheme = target_Scheme days/months/years = duration } | Hooks and Schemes |
force_vote_as | character | Forces the character to vote the same as the target. | force_vote_as = { target = someone days/months/years = x } | Characters | |
get_all_innovations_from | culture | culture | Discover all innovations from the target culture. | get_all_innovations_from = <culture> | Innovations |
get_random _innovation_from | culture | Get random available innovation from another culture. | Innovations | ||
get_title | character | title | Gives a title to a character. | Titles | |
give_nickname | character | key | Give a nickname to this character. | Characters | |
imprison | character | character/key | Imprisons the target character as this character’s prisoner. X is a character, Y is a flag, Z is a static modifier. | imprison = { target = X reason = Y type = Z } | Characters |
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join_faction | character | The character in the scope joins the assigned faction. | Factions | ||
join_faction_forced | character | key/character/int | The character in the scope is forced to join a faction by a character for a defined time. | join_faction_forced = { faction = X forced_by = Y days/months/years = duration } | Factions |
join_faction_skip_check | character | The character in the scope joins the assigned faction skiping the can_character_join trigger. | Factions | ||
leave_faction | character | The charcter in the scope leaves the assigned faction. | Factions | ||
make_claim_strong | character | title | Makes a claim strong (character adds the claim if not having it already). | Titles | |
make_claim_weak | character | title | Makes a claim weak (character adds the claim if not having it already). | Titles | |
make_concubine | character | character | Makes the target character a concubine of the scope character, the target should not be imprisoned. | Characters | |
make_pregnant | character | character/int/bool | Makes a character pregnant. | make_pregnant = { father= ‘the real father’ number_of_children= X known_bastard=yes/no } | Characters |
make_story_owner | story cycle | character | Makes the character the new owner of the story. | make_story_owner = character_target | Stories |
make_trait_active | character | Activates an inactive trait. Tooltip will not be shown if the character cannot have the trait. | Characters | ||
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make_trait_active _force_tooltip | character | Activates an inactive trait. Tooltip will be shown even if the character cannot have the trait. | Characters | ||
make_trait_inactive | character | Makes a current trait of a character inactive. Tooltip will not be shown if the character doesn’t have the trait. | Characters | ||
make_trait_inactive _force_tooltip | character | Makes a current trait of a character inactive. Tooltip will be shown even if the character doesn’t have the trait. | Characters | ||
make_unprunable | character | The scope character will no longer be prunable after their death. Use with care, as this will make everyone related to them unprunable too. So you should only use this if someone absolutely *needs* to stick around several years after their death. | make_unprunable = yes | Characters | |
marry | character | character | Marries the scoped character to the target character. | marry = target | Characters |
marry_matrilineal | character | character | Marries the scoped character to the target character matrilineally | marry_matrilineal = target | Characters |
move_to_pool | character | bool | The scoped character (courtier or guest) leaves their current court and moves into the pool. | scope:guest = { move_to_pool = yes } | Characters |
move_to_pool_at | character | province | The scoped character (courtier/guest/pool character) leaves their current court (if any) and moves into the pool of the specified province | scope:guest = { move_to_pool_at = scope:some_province } | Characters |
pay_long_term_gold | character | character/int | The scope character pays gold to the target character. (AI budget category long term). | pay_gold = { target = X gold = Y } | Characters |
pay_short_term_gold | character | The scope character pays gold to the target character. (AI budget category short term). | pay_gold = { target = X gold = Y } | Characters | |
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pay_short_term_income | character | character/int | The scope character immediately pays gold corresponding to their income to the target character. (AI budget short term). | pay_income = { target = X days/months/years = Y } | Characters |
play_music_cue | character | Plays the specified music cue. | Music | ||
recalculate _scripted_relation | character | Recalculates the effect of a scripted relation. | recalculate_scripted_relation = friend | Relations | |
recruit_courtier | character | character | Recruits the target to become a courtier. | scope:liege = { recruit_courtier = scope:new_courtier } | Characters |
refund_all_perks | character | bool | Refunds all perks of the character. | refund_all_perks = yes | Lifestyles |
refund_perks | character | key | Refunds all perks of the RHS lifestyle. | refund_perks = intrigue_lifestyle | Lifestyles |
release_from_prison | character | bool | Releases the character from the prison. | release_from_prison = yes | Characters |
remove_all_character _modifier_instances | character | modifier | Remove all instances of a modifier from a character | remove_all_character_modifier_instances = name | Modifiers |
remove_all_county _modifier_instances | landed title | modifier | Remove all instances of a modifier from a county. | remove_all_county_modifier_instances = name | Modifiers |
remove_all_dynasty _modifier_instances | dynasty | modifier | Remove all instances of a modifier from a dynasty. | remove_all_dynasty_modifier_instances = name | Modifiers |
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remove_all_house _modifier_instances | dynasty/house | modifier | Remove all instances of a modifier from a house. | remove_all_house_modifier_instances = name | Modifiers |
remove_character_flag | character | flag | Removes a character flag. | Flags | |
remove_character _modifier | character | modifier | Remove a modifier from a character. | remove_character_modifier = name | Modifiers |
remove_claim | character | landed title | Removes an explicit (not from a living parent/grand parent) claim. | Title | |
remove_concubine | character | character | Removes the target character as a concubine of the scope character. | Relations | |
remove_county _modifier | landed title | modifier | Remove a modifier from a county. | remove_county_modifier = name | Modifiers |
remove_courtier _or_guest | character | character | Removes the target character (guest or courtier) from the scope character’s court. | scope:host = { remove_courtier_or_guest = scope:guest } scope:host = { remove_courtier_or_guest = { character = scope:guest new_location = scope:some_province # optionally specify a new location } } | Characters |
remove_decision _cooldown | character | key | Remove the cooldown on taking a decision for the scoped character. | remove_decision_cooldown = decision_name | Decisions |
remove_doctrine | faith | doctrines | Remove doctrine from faith. | <faith_scope> = { remove_doctrine = <doctrine_name> } | Faiths |
remove_dynasty _modifier | dynasty | modifier | Remove a modifier from a dynasty. | remove_dynasty_modifier = name | Modifiers |
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remove_hook | character | character/ hook_type | Removes a hook on a character. If type is specified, the hook will only be removed if it is of that type. | remove_hook = { target = X, type = Y } | Hooks and Schemes |
remove_house_modifier | dynasty/house | modifier | Remove a modifier from a house. | remove_house_modifier = name | Modifiers |
remove_interaction _cooldown | character | interaction | Remove the cooldown on using an interaction for the scoped character. | remove_interaction_cooldown = interaction_name | Interactions |
remove_interaction _cooldown_against | character | interaction/ character | Remove the cooldown on using an interaction against the target character for the scoped character. | remove_interaction_cooldown_against = { interaction = interaction_name target = character } | Interactions |
remove_long_term_gold | character | Removes gold from a character (AI’s long term budget). | Characters | ||
remove_nickname | character | bool | Removes any nickname from the current character. | Characters | |
remove_opinion | character | character/ modifier/bool | Removes a temporary opinion modifier. Where X is a character, Y is the opinion modifier, Z tells whether to remove all instances of the modifier or just one. | remove_opinion = { target = X modifier = Y single = Z (no by default) } | Modifiers |
remove_participant | war | character | Removes the target character from the scope war. | Wars | |
remove_perk | character | Remove the perk for this character | Characters | ||
remove_realm_law | character | law | Removes the given law from the scoped character. This will leave the law group empty, so only do this if you’re getting rid of a law group. | Laws | |
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remove_relation _best_friend | character | character | Removes scripted relationship. | Relations | |
remove_relation_bully | character | character | Removes scripted relationship. | Relations | |
remove_relation _court_physician | character | character | Removes scripted relationship. | Relations | |
remove_relation_crush | character | character | Removes scripted relationship. | Relations | |
remove_relation_flag | flag/character/relation | Removed a flag from an existing relation. | remove_relation_flag = { flag = flag_name (declared in scripted_relation) target = other_character relation = scripted_relation } | Flags | |
remove_relation_friend | character | character | Removes scripted relationship. | Relations | |
remove_relation_guardian | character | character | Removes scripted relationship | Relations | |
remove_relation _intrigue_mentor | character | character | Removes scripted relationship. | Relations | |
remove_relation _intrigue_student | character | character | Removes scripted relationship. | Relations | |
remove_relation_lover | character | character | Removes scripted relationship. | Relations | |
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remove_relation_mentor | character | character | Removes scripted relationship. | Relations | |
remove_relation_nemesis | character | character | Removes scripted relationship. | Relations | |
remove_relation_oaf | character | character | Removes scripted relationship | Relations | |
remove_relation _potential_friend | character | character | Removes scripted relationship. | Relations | |
remove_relation _potential_lover | character | character | Removes scripted relationship. | Relations | |
remove_relation _potential_rival | character | character | Removes scripted relationship. | Relations | |
remove_relation _rival | character | character | Removes scripted relationship. | Relations | |
remove_relation _soldier_friend | character | character | Removes scripted relationship. | Relations | |
remove_relation _soulmate | character | character | Removes scripted relationship. | Relations | |
remove_relation _student | character | character | Removes scripted relationship. | Relations | |
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remove_relation _victim | character | character | Removes scripted relationship. | Relations | |
remove_relation _ward | character | character | Removes scripted relationship. | Relations | |
remove_religious _head_title | faith | bool | Removes the religious head title of the faith. | remove_religious_head_title = yes | Faiths |
remove_scheme _cooldown_against | character | scheme/ character | Remove the cooldown on using a scheme against the target character for the scoped character | remove_scheme_cooldown_against = { scheme = scheme_name target = character } | Hooks and Schemes |
remove_scheme _modifier | scheme | modifier | Removes the specified scheme modifier. | Modifiers | |
remove_short _term_gold | character | Removes gold from a character (AI’s short term budget). | Characters | ||
remove_special_character | faction | Removes the special character for the scope faction | Factions | ||
remove_special_title | faction | Removes the special character for the scope faction. | Factions | ||
remove_trait | character | Removes a trait from a character. Tooltip will not be shown if the character doesn’t have the trait. | Characters | ||
remove_trait _force_tooltip | character | Removes a trait from a character. Tooltip will be shown even if the character doesn’t have the trait. | Characters | ||
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reset_beneficiary | character | bool | The target character stops having a beneficiary. | reset_beneficiary = yes | Holy Wars |
reset_title_name | landed title | bool | Sets the name and adjective of the scoped title back to being based on its key. Won’t cause the prefix to change. | reset_title_name = yes | Title |
reset_title_prefix | landed title | bool | Sets the prefix of the scoped title back to being based on its key. Won’t cause its adjective or name to change. | reset_title_prefix = yes | Title |
return_to_court | character | Returns the scope character to the employers court. | Characters | ||
reverse_add_opinion | character | modifier/int/ character | Adds a temporary reverse opinion modifier. X is a scripted modifier name. Y can be a value or a range “{ A B }” If no timeout are specified, the modifier’s scripted default timeout will be used. | reverse_add_opinion = { modifier = X days/months/years = Y target = Z } | Modifiers |
revoke_lease | landed title | bool | Revoke the lease of the scoped title. | revoke_lease = yes | Title |
scheme_freeze_days | scheme | int | freezes the scheme for X days (0 unfreezes the scheme) | scheme_freeze_days = X | Schemes |
scriptedtests_recalculate _character_modifier | character | Recalculates the modifier of the scoped character. | Modifiers | ||
scriptedtests _recalculate_succession | character | Recalculates the line of succession of the scoped character. | Succession | ||
send_interface_message | character | Sends a message to the player playing the character in the scope and then executes any effects inside. For the message text and tooltip, $EFFECT$ contains the text description of the effects in the past tense and $DESC$ contains the text from the desc field. | send_interface_message = { type = message_type # default: send_interface_message title = LOCALIZATION # optional, otherwise takes it from the message type desc = LOCALIZATION # optional, otherwise takes it from the message type tooltip = LOCALIZATION # optional, otherwise takes it from the message type left_icon = scope:recipient # optional, character or title right_icon = scope:the_title # optional, character or title goto = scope:the_title # optional, character, barony title, province will add a goto button # optional effects… add_dread = 5 scope:someone = { add_gold = 5 } } | Notifications | |
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send_interface_toast | character | Sends a message to the player playing the character in the scope and then executes any effects inside. For the message text and tooltip, $EFFECT$ contains the text description of the effects in the past tense. And $DESC$ contains the text from the desc field. | send_interface_toast = { type = message_type # default: send_interface_toast title = LOCALIZATION # optional, otherwise takes it from the message type desc = LOCALIZATION # optional, otherwise takes it from the message type left_icon = scope:recipient # optional, character or title right_icon = scope goto = scope:the_title # optional, character, barony title, province will add a goto button # optional effects… add_dread = 5 scope:someone = { add_gold = 5 } } | Notifications | |
set_absolute _country_control | character | Sets if this character has absolute country control. | Control | ||
set_add_claim_on_loss | title/vassal change | If set, any title losses will result in claims being added to the previous holder. | Titles | ||
set_always _follows_primary_heir | landed title | bool | Sets if the title should always go to the primary heir in partition succession. | set_always_follows_primary_heir = yes | Title |
set_beneficiary | character | character | The target character becomes the beneficiary of the scoped character. | set_beneficiary = some character | Holy Wars |
set_called_to | war | character | Sets the target character as already called to the scope war. | Wars | |
set_capital_county | landed title | title | Sets the capital county of the title to the target county. | set_capital_county = <some county title> | Title |
set_casus_belli | war | Sets the casus belli of the scope war. | Wars | ||
set_character_faith | character | faith | Changes what faith a character has executing the effects for it. For history setup use ‘set_character_faith_history’ instead. | Characters | |
set_character _faith_history | character | faith | Changes what faith a character has NOT executing the effects for it. USE ONLY IN HISOTRY SETUP! | Characters | |
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set_character _faith_with_conversion | character | faith | Changes what faith a character has, as if they used the faith-view interaction (minus the piety cost). So vassals who’d accept will get converted, as will capitals | Characters | |
set_child_of _concubine _on_pregnancy | character | Sets the child to be (or not be) a child of a concubine during pregnancy | Characters | ||
set_color_from_title | landed title | title | Sets the color of the title to the same as the target title (shifted very slightly to not be identical). | set_color_from_title = <some title> | Title |
set_council_task | character | key/character | Sets the task of the scope councillor | set_council_task = { task_type = council_position_type_key target = for_targeted_tasks } | Jobs |
set_county_culture | landed title | culture/title | Sets the culture of a county. | set_county_culture = english/root.character_culture | Title |
set_county_faith | landed title | faith | Changes what faith a county has. | Title | |
set_culture | character | culture | Set the culture for this character | Characters | |
set_culture_same_as | character | character | Sets the culture of the character to be the same as the culture of the target. | Characters | |
set_de_jure_liege_title | landed title | title | Set a new DeJure liege title. | set_de_jure_liege_title = new_de_jure_liege | Title |
set_death_reason | character | Sets the death reason and the killer of a dead character. | set_death_reason = { killer = X death_reason = Y }, both parameters are optional | Characters | |
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set_default_education | character | Sets the default education focus for this character. | Lifestyles | ||
set_definitive_form | landed title | bool | Sets if the title should use a definitive form name (no ‘Kingdom of’). | set_definitive_form = yes | Title |
set_delete_on_destroy | landed title | bool | Sets if the title should be deleted from the gamestate completely when it is destroyed. | set_delete_on_destroy = yes | Title |
set_designated_heir | character | character | Sets the given character as designated heir. | Succession | |
set_destroy_if_invalid_heir | landed title | bool | Sets if the title should be destroyed on succession if there’s no heir matching its restrictions. | set_destroy_if_invalid_heir = yes | Title |
set_destroy_on_succession | landed title | bool | Sets if the title should be destroyed on succession. | set_destroy_on_succession = yes | Title |
set_employer | character | character | Add the scope character to the target character’s court. | Characters | |
set_father | character | character | Sets the father of a character. | Characters | |
set_focus | character | Set the focus for this character | Lifestyles | ||
set_house | character | dynasty house | Sets the dynasty house of the character. | Characters | |
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set_immortal_age | character | int | Changes what age the character became immortal at. Only works if already immortal. | set_immortal_age = 20 | Characters |
set_killer_public | character | Sets the scoped character’s killer as being publicly known | set_killer_public = bool | Hooks and Schemes | |
set_known _bastard_on_pregnancy | character | Sets the child to a known or unknown bastard during pregnancy. | Characters | ||
set_landless_title | landed title | bool | Sets if the title is landless (can be held by rulers with no land) | set_landless_title = yes | Title |
set_no_automatic_claims | landed title | bool | Sets if the title should disallow automatic claims (meaning claims will only be added by script, and by pressed claims being inherited). | set_no_automatic_claims = yes | Title |
set_num _pregnancy_children | character | int | Set the number of children | Characters | |
set_override _designated_winner | character | bool | The scoped character will put their beneficiary on the throne if they’re the #1 participant if this is called with ‘yes’. Call with ‘no’ to turn it off again. | set_override_designate_winner = yes | Holy Wars |
set_player_character | character | character | The scope character’s player will now play as the target character. Scope must be player-controlled. Target cannot be player-controlled. | Characters | |
set_pregnancy _assumed_father | character | character | Set the assumed father of the pregnancy. | Characters | |
set_primary_spouse | character | character | Set the primary spouse of a character. | set_primary_spouse = scope | Characters |
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set_primary_title_to | character | landed title | Sets the primary title for a character. | set_primary_title_to = <title> | Titles |
set_real_father | character | character | Changes the real father of the character scope. | Characters | |
set_realm_capital | character | landed title | Set a new realm capital | character = { set_realm_capital = new_title } | Realm |
set_relation_best_friend | character | character | Sets scripted relationship. | Relations | |
set_relation_bully | character | character | Sets scripted relationship. | Relations | |
set_relation _court_physician | character | character | Sets scripted relationship. | Relations | |
set_relation_crush | character | character | Sets scripted relationship. | Relations | |
set_relation_friend | character | character | Sets scripted relationship. | Relations | |
set_relation_guardian | character | character | Sets scripted relationship. | Relations | |
set_relation _intrigue_mentor | character | character | Sets scripted relationship. | Relations | |
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set_relation _intrigue_student | character | character | Sets scripted relationship. | Relations | |
set_relation_lover | character | character | Sets scripted relationship. | Relations | |
set_relation_mentor | character | character | Sets scripted relationship. | Relations | |
set_relation_nemesis | character | character | Sets scripted relationship. | Relations | |
set_relation_oaf | character | character | Sets scripted relationship. | Relations | |
set_relation _potential_friend | character | character | Sets scripted relationship. | Relations | |
set_relation _potential_lover | character | character | Sets scripted relationship. | Relations | |
set_relation _potential_rival | character | character | Sets scripted relationship. | Relations | |
set_relation_rival | character | character | Sets scripted relationship. | Relations | |
set_relation _soldier_friend | character | character | Sets scripted relationship. | Relations | |
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set_relation_soulmate | character | character | Sets scripted relationship. | Relations | |
set_relation_student | character | character | Sets scripted relationship. | Relations | |
set_relation_victim | character | character | Sets scripted relationship. | Relations | |
set_relation_ward | character | character | Sets scripted relationship. | Relations | |
set_religious_head_title | faith | landed title | Sets the religious head title of the faith to the given title. | set_religious_head_title = scope | Faiths |
set_sexuality | character | Sets the sexuality of the character | Characters | ||
set_special_character | faction | character | Sets the special character for the scope faction. | Factions | |
set_special_title | faction | landed title | Sets the special title for the scope faction | Factions | |
set_title_and _vassal_change_type | title/vassal change | conquest, conquest_holy_war, conquest_claim, conquest_populist, inheritance, abdication, destroyed, created, usurped, granted, revoked, election, independency, returned, leased_out, lease_revoked, faction_demand | Sets the type of change. | Titles | |
set_title_name | landed title | key | sets the name (localization key) of the scoped title. The adjective will be constructed by adding ‘_adj’ to the localisation key. Won’t cause the prefix to change. | set_title_name = TEST_NAME_PLEASE_IGNORE | Title |
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set_title_prefix | landed title | key | sets the prefix of the scoped title. Won’t cause its name or adjective to change. | set_title_prefix = PREFIX_THE | Title |
set_to_lowborn | character | Set the character to lowborn. | Characters | ||
set_vassal_contract _modification_blocked | character | Blocks the vassal contract from being modified with regards to being checked by ‘vassal_contract_is_blocked_from_modification’ | Vassalage | ||
spawn_army | character | Spawns an army for this character. If the character is not at war, the regiments will be created, but the army will not be spawned. | spawn_army = { levies = int/script value # optional, number of men men_at_arms = { # optional, multiple can be specified. Need either levies or MAA type = key men/stacks = int/script value } location = province origin = province # optional, location used if not set. This is used for where to base bonuses and the like on war = war # optional. If set, the stack will disband after the war ends inheritable = yes/no # Default: yes uses_supply = yes/no # Default: yes army = army # optional. If set, the stack will merge into this army save_scope_as/save_temporary_scope_as = new_army # optional way to get a reference to the new army. Note this might not be set if the army wasn’t spawned (e.g. if the character is not at war) name = description # gives the troops a specific name that shows up in interfaces } | Armies | |
start_default_task | character | Force the Councillor to revert to the default task. Any relevant percentage progress will be lost (even if the councillor was performing the default task already). | Jobs | ||
start_great_holy_war | faith | Starts a great holy war. | start_great_holy_war = { target_character = someone target_title = some titledelay = script value# Number of days until the war should startwar = some war # Optional. Will make this a directed GHW instead of undirected, and tie it to this specific war } | Faiths | |
start_scheme | character | starts a scheme = { type = X target = Y } | Hooks and Schemes | ||
start_war | character | Starts a war. X is a casus belli type, Y is the target character, Z i the (optional) claimant, W1, W2…. are targeted titles. | start_war = { casus_belli/cb = X target = Y claimant = Z target_title = W1 target_title = W2 … } | Wars | |
stress_impact | character | Stress impact according to specified traits (trait = value), use base = value for a base value that’s always added. | stress_impact = { sadistic = medium_stress_impact_loss } stress_impact = { compassionate = medium_stress_impact_gain } | Characters | |
title_create_faction | landed title | faction character/title | The scoped landed title creates a faction of the specified type against the specified target. | title_create_faction = { type = X target = Y } | Factions |
title_join_faction | landed title | faction | The landed title in the scope joins the assigned faction. | Factions | |
title_leave_faction | landed title | faction | The title in the scope leaves the assigned faction | Factions | |
unlock_character _movement | bool/character | Characters | |||
use_hook | character | character | Uses a hook a character has (removes if weak, puts on cooldown if strong). | use_hook = some_character | Hooks and Schemes |
vassal_contract_decrease _obligation_level | character | Decrease the obligation level of the scoped character’s vassal contract. | Vassalage | ||
vassal_contract_increase _obligation_level | character | Increase the obligation level of the scoped character’s vassal contract. | Vassalage | ||
vassal_contract_set _obligation_level | character | Change the obligation level of the scoped character’s vassal contract. | vassal_contract_set_obligation_level = { type = name level = 1 } # index to obligation level vassal_contract_set_obligation_level = { type = name level = feudal_obligation_low } | Vassalage | |
visit_court_of | character | character | Add the scope character as the target character’s guest. | Characters |
This is all we know so far about how to cheat in Crusader Kings 3, all codes, and console commands. We hope it helps you bend destiny to your will.
Crusader Kings 3 is currently available exclusively for PC and if you want to know just how good it is, you can read our review.
Published: Sep 1, 2020 10:27 am