Crusader Kings 3 Cheats

Crusader Kings 3 Cheats: How to Cheat, All Codes, Console Commands

In this guide, we'll teach you how to Cheat in Crusader Kings 3, All Codes, and Console Commands to bend destiny to your will.

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

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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.

CommandEffectParametersExample
ageAdds [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_claimAdds 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_doctrineAdds [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_dreadAdds [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_maaAdds [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_perkAdds [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_pietyAdds [amount] of piety to the player character. Negative values lower it. Default 1000.[amount]add_piety 9000
add_prestigeAdds [amount] of prestige to the player character. Negative values lower it. Default 1000.[amount]add_prestige 16000
add_realm_lawPasses [law id] to the realm of [character id], if no character is specified then the player character’s realm. Pressing tab reveals all law IDs.[law id] [character id]add_realm_law crown_authority_3
add_realm_law_skip_effectsAdds [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_relationAdds [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_secretAdds [secret id] to the player character. Pressing tab reveals all secret IDs.[secret id]add_secret secret_witch
add_stressAdds [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_lawAdds [succession law id] to [title id].[title id] [law id]add_title_law e_hre feudal_elective_succession_law
add_traitAdds [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_allAdds [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_xpAdds [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_xpAdds [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_xpAdds [amount] of stewardship lifestyle experience to [character id], if no character is specified then the player character. Default 1000.[amount] [character id]add_stewardship_lifestyle_xp 2000
add_intrigue_lifestyle_xpAdds [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_xpAdds [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_cultureChanges the culture of [county id] to [culture id].[county id] [culture id]change_culture 496 swedish
change_development_levelAdds [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_fervorAdds [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_diplomacyAdds [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_martialAdds [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_stewardshipAdds [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_intrigueAdds [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_learningAdds [amount] of learning skill to [character id], if no character is specified then the player character. Negative values lower it.[amount] [character id]change_learning 16
change_prowessAdds [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_modifiersRemoves all character modifiers from [character id], if no character is specified then the player character.[character id]clear_character_modifiers
clear_title_lawsRemoves all title succession laws from [title id].[title id]clear_title_laws e_hre
clear_traitsRemoves all traits from [character id], if no character is specified then the player character.[character id]clear_traits
discover_all_erasDiscovers all innovations for the culture of [character id], if no character is specified then the player character’s.[character id]discover_all_eras
discover_eraDiscovers [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_fascinationDiscovers the current fascination for the culture of [character id], if no character is specified then the player character’s.[character id]discover_fascination
discover_innovationDiscovers [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_prestigeAdds [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_schemesAll schemes targeting the player character are abandoned.Noneend_schemes
eventTriggers [event id].[event id]event lifestyle_nicknames.0001
gain_all_dynasty_perksBuys 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_perksGives all lifestyle perks to [character id], if no character is specified then the player character.[character id]gain_all_perks
give_titleGives [title id] to [character id], if no character is specified then the player character.[title id] [character id]give_title e_hre
goldAdds [amount] of gold to the player character. Negative values lower it. Default 1000.[amount]add_gold 500
instabuildHoldings and buildings in the player character’s domain are finished in a day. Entering it again disables it.Noneinstabuild
instant_birthPregnancies last a day. Entering it again disables it.Noneinstant_birth
join_eraEnters [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
killKills [character id], if no character is specified then the player character.[character id]kill
know_schemesDiscovers all schemes targeting the player character.Noneknow_schemes
merge_cultureChanges the culture of all counties of [culture id] to [culture id].[culture id] [culture id]merge_culture greek swedish
pregnancyImpregnates female [character id] with father [character id], if no character is specified then an unknown father.[character id] [character id]pregnancy 1234
remove_doctrineRemoves [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_nickRemoves the current nickname from [character id], if no character is specified then the player character.[character id]remove_nick
remove_relationRemoves [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_traitRemoves [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_cultureChanges 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_dreadSets the dread to [amount] for [character id], if no character is specified then the player character.[amount] [character id]set_dread 100
set_faithChanges 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_focusSets the focus to [focus id] for [character id], if no character is specified then the player character.[focus id] [character id]set_focus diplomacy_majesty_focus
set_nickGives [nickname id] to [character id], if no character is specified then the player character.[nickname id] [character id]set_nick nick_the_lazy
set_sexualityChanges 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_stressSets the stress to [amount] for [character id], if no character is specified then the player character.[amount] [character id]set_stress 0
set_diplomacySets the diplomacy skill to [amount] for [character id], if no character is specified then the player character.[amount] [character id]set_diplomacy 16
set_martialSets the martial skill to [amount] for [character id], if no character is specified then the player character.[amount] [character id]set_martial 16
set_stewardshipSets the stewardship skill to [amount] for [character id], if no character is specified then the player character.[amount] [character id]set_stewardship 16
set_intrigueSets the intrigue skill to [amount] for [character id], if no character is specified then the player character.[amount] [character id]set_intrigue 16
set_learningSets the learning skill to [amount] for [character id], if no character is specified then the player character.[amount] [character id]set_learning 16
set_prowessSets the prowess skill to [amount] for [character id], if no character is specified then the player character.[amount] [character id]set_prowess 16
yesmenAI characters accept all proposals. Entering it again disables it.Noneyesmen

Testing Commands

CommandEffectParametersExample
clearClears console history.Noneclear
effectExecutes a scripted effect.[effect script]effect test
faction_spawnSpawns [faction type] if there are valid counties or courtiers to create it.[faction type]faction_spawn peasant_faction
generate_cadet_coaGenerates a new coat of arms for the player character’s house.Nonegenerate_cadet_coa
helpPrints the description of [command], if empty lists all console commands.[command]help help
instamoveArmies more one barony per day.Noneinstamove
map_editorOpens the map editor.Nonemap_editor
nomenAI characters refuse all proposals. Entering it again disables it.Nonenomen
observeEnters observer mode.Noneobserve
playSwitches character to [character id].[character id]play 1234
portrait_editorOpens the portrait editor.Noneportrait_editor
runExecutes the commands in [file name]. The file must be placed in Documents/Paradox Interactive/Crusader Kings III.Nonerun test.ini
set_is_aiAllows the AI to control [character id].[character id]set_is_ai 1234
set_is_playerDisallows the AI to control [character id].[character id]set_is_player 1234
yesmenAI characters accept all proposals. Entering it again disables it.Noneyesmen

Console Commands

Do keep in mind that commands should always be typed in one line.

CommandFrom scopeValue typeDescriptionExampleCategory
activate_holy_sitefaithActivate an inactive holy site.<faith_scope> = { activate_holy_site = <holy_site_name> }Faiths
add_attackerwarcharacterAdds the target character to the scope war as an attacker.Wars
add_character_flagcharacterflagAdds 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_modifiercharactermodifier/intAdd a modifier to a character.add_character_modifier = name
add_character_modifier = { modifier = name days/weeks/months/years = int }
Modifiers
add_county_modifierlanded titlemodifier/intAdd a modifier to a county.add_county_modifier = name
add_county_modifier = { modifier = name days/weeks/months/years = int }
Modifiers
add_courtiercharactercharacterAdd the target character to the scope character’s court.Characters
add_defenderwarcharacterAdds the target character to the scope war as a defender.Wars
add_diplomacy
_lifestyle_perk_points
characterintAdds lifestyle per points to the given character.Lifestyles
add_diplomacy
_lifestyle_xp
characterintAdds lifestyle XP to the given character.Lifestyles
add_doctrinefaithdoctrinesAdd doctrine to faith.<faith_scope> = { add_doctrine = <doctrine_name> }Faiths
add_dreadcharacterintAdds (or removes) dread to a character.Characters
add_dynasty_modifierdynastyAdds a modifier to a dynasty.add_dynasty_modifier = name
add_dynasty_modifier = { modifier = name days/weeks/months/years = int }
Modifiers
add_dynasty_perkdynastykeyAdds dynasty perk.add_dynasty_perk = keyLifestyles
add_dynasty_prestigedynastyintAdds dynasty prestige.Dynasty
add_dynasty
_prestige_level
dynastyAdds dynasty prestige levels.Dynasty
add_faction_discontentfactionAdds (or subtracts) discontent to the scope faction.add_faction_discontent = XFactions
add_goldcharacterAdds gold to a character.Characters
add_hookcharacterhook/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_toastcharacterhook/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_modifierdynasty/housemodifierAdd a modifier to a house.add_house_modifier = nameModifiers
add_innovationcultureinnovationAdd innovation to a culture.Innovations
add_intrigue
_lifestyle_perk_points
characterintAdds lifestyle per points to the given character.Lifestyles
add_intrigue
_lifestyle_xp
characterintAdds lifestyle XP to the given character.Lifestyles
add_joined
_faction_discontent
characterintAdds (or subtracts) discontent to the factions the scope character is in.add_joined_faction_discontent = XFactions
add_knows_of_killercharactercharacterAdds 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
characterintAdds lifestyle per points to the given character.Lifestyles
add_learning_lifestyle_xpcharacterintAdds lifestyle XP to the given characterLifestyles
add_martial
_lifestyle_perk_points
characterintAdds lifestyle per points to the given character.Lifestyles
add_martial_lifestyle_xpcharacterintAdds lifestyle XP to the given character.Lifestyles
add_opinioncharactermodifier/int/
character
Adds a temporary opinion modifier.add_opinion = { modifier = X days/months/years = Y target = Z }Characters
add_perkcharacterAdds the perk for this characterLifestyles
add_pietycharacterGives (or takes) piety to a character.Characters
add_piety_experiencecharacterGives (or takes) piety experience to a character.Characters
add_piety_levelcharacterIncreases (or decreases) the piety level of a character.Characters
add_pressed_claimcharacterlanded titleGives a pressed claim to a character.Title
add_prestigecharacterGives (or takes) prestige to a character.Characters
add_prestige_experiencecharacterGives (or takes) prestige experience to a character.Characters
add_prestige_levelcharacterIncreases (or decreases) the prestige level of a character.Characters
add_random_innovationcultureinnovation/boolAdd random available innovation<culture> = { add_random_innovation = culture_group_military/culture_group_civic/culture_group_regional/yes }Innovations
add_realm_lawcharacterAdds the given law to the scoped character.Laws
add_realm
_law_skip_effects
characterAdds 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_flagcharacterAdds 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_cooldowncharactercharacter/
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_modifierschememodifier 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_progressschemeintAdd progress to the scope scheme. (Progress is in 0.0 – 100.0 range)add_scheme_progress = XSchemes
add_secretcharactersecret/characterAdds 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_participantsecretcharacterAdds an participant to the secret.Hooks and Schemes
add_stewardship
_lifestyle_perk_points
characterintAdds lifestyle per points to the given character.Lifestyles
add_stewardship
_lifestyle_xp
characterintAdds lifestyle XP to the given character.Lifestyles
add_stresscharacterintIncreases (or decreases) stress of a character.Characters
add_targeting
_factions_discontent
characterintAdds (or subtracts) discontent to all the factions that are targeting the scope character.add_targeting_factions_discontent = XFactions
add_to_schemecharacterchemeAdds a character as an agent to the scheme.Hooks and Schemes
add_traitcharacterAdds 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_tooltipcharacterAdds 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_wayscharactercharacter/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_waycharactercharacter/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_tyrannycharacterintAdds (or removes) tyranny to (or from) a character.Characters
add_unpressed_claimcharacterlanded titleGives an unpressed claim to a character.Titles
add_visiting_courtiercharactercharacterAdd the target character as the scope character’s guest.Characters
allow_alliancecharactercharacterAllows (previously broken) alliance with the target character.Characters
allow_in_schemecharacterAllow the character to join the scheme as an agent.Hooks and Schemes
apply_ai_vassal
_obligation_liege
_most_desired
characterApply the new level for the most desired AI obligation level the liege in the contract wantsLaws
apply_ai_vassal
_obligation_vassal
_most_desired
characterApply the new level for the most desired AI obligation level the vassal in the contract wants.Laws
assign_council_taskcharacterAssigns 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_typecharacterAssigns 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
banishcharacterThe character gets banished.Characters
becomes_independentcharacterBecomes and independent ruler.becomes_independent = { change = ‘previously created title_and_vassal_change’ }Vassalage
break_alliancecharactercharacterBreaks the alliance with the target character.Relations
cancel_truce_both_wayscharactercharacterEnds the truce against the specified character, and theirs against the scoped character.cancel_truce_both_ways = scope:characterRelations
cancel_truce_one_waycharactercharacterEnds the truce against the specified character.cancel_truce_one_way = scope:characterRelations
change_county_controllanded titleintChanges 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_weightcharacterintChange the current weight of the scoped characterchange_current_weight = 20Characters
change_de_jure
_drift_progress
landed titletitle/intChange 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 titleintChanges 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 titleintChanges 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 titleintChanges 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_fervorfaithintChanges the fervor of the faith by the given value.change_fervor = script valueFaiths
change_first_namecharacterkey/characterChange 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_governmentcharacterkeyChanges the government of a character.Characters
change_liegecharacterAdds a liege change.change_liege = { liege = ‘Character that should become the new liege’ change = ‘previously created title_and_vassal_change’}Vassalage
change_prison_typecharacterkeyChanges the charater’s prison type. Scoped character is the prisoner. Accepts any static modifier (see also improson effect).change_prison_type = house_arrestCharacters
change_target_weightcharacterintChange the target weight of the scoped character.change_target_weight = 20Characters
clear_forced_votecharacterboolclear_forced_vote = yesCharacters
clear_title_lawslanded titleboolRemove all title laws from the scoped title. DOES NOT apply law removal costs and effects.clear_title_laws = yesLaws
clear_title_laws_effectslanded titleboolRemove all title laws from the scoped title. DOES apply law removal costs and effects.clear_title_laws_effects = yesLaws
consume_banish_reasonscharactercharacter‘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_reasonscharactercharacter‘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_reasonscharactercharacter‘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
charactercharacter‘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
charactercharacter‘Consume’ 1 revoke title reason that the scoped character has on the target character.Characters
copy_inheritable
_appearance_from
charactercharacterCopies the inheritable appearance attributes (inheritable genes in the character’s DNA string) from the target character to the scoped character.Titles
copy_title_historylanded titletitleCopy title history from another title.copy_title_history = source_titleTitles
create_alliancecharactercharacterCreate 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_branchcharacterboolThe scope character creates a cadet branch of the house he is in.Characters
create_factionkey/characterThe scoped character creates a faction of the specified type against the specified target.create_faction = { type = X target = Y }Factions
create_storycharacterkey/characterCreates 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
deathcharactercharacter/keyKills 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
deposecharacterboolThe character gets deposed.Vassalage
destroy_factionfactionThe scope faction is destroyed.destroy_faction = yesFactions
destroy_titlecharactertitleDestroys a title.Titles
disable_exposure_bysecretcharacterForbids the target character from exposing the secretdisable_exposure_by = target_characterHooks and Schemes
end_pregnancycharacterEnd a pregnancyCharacters
end_schemeschemeboolEnds a specific scheme and removes it without any other effect.end_scheme = yesSchemes
end_storystory cycleEnds a story and executes it’s on_end effect, the story can no longer be accessed after this.Stories
end_warwarEnds the war with the specified winner.end_war = attacker/defender/white_peaceWars
execute_decisioncharacterExecute the specified decision for the scoped characterCharacters
expose_schemeschemeExposes the scheme to the defenderSchemes
expose_scheme_agentschemecharacterExposes the target character as an agent of the current scheme.Schemes
faction_remove_warfactionRemoves the war currently associated with the faction.faction_remove_war = yesFactions
faction_start_warfactionThe scope faction starts the war agains their target.faction_start_war = {
title = [optional]
}
Factions
finish_council_taskcharacterThe councillor finish the current assigned task successfully.Jobs
fire_councillorcharactercharacterThe scope character fires the target character form teh council.Jobs
forbid_from_schemecharacterForbid 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_schemecharacterkey/intAdds 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_ascharacterForces the character to vote the same as the target.force_vote_as = { target = someone days/months/years = x }Characters
get_all_innovations_fromculturecultureDiscover all innovations from the target culture.get_all_innovations_from = <culture>Innovations
get_random
_innovation_from
cultureGet random available innovation from another culture.Innovations
get_titlecharactertitleGives a title to a character.Titles
give_nicknamecharacterkeyGive a nickname to this character.Characters
imprisoncharactercharacter/keyImprisons 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
join_factioncharacterThe character in the scope joins the assigned faction.Factions
join_faction_forcedcharacterkey/character/intThe 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_checkcharacterThe character in the scope joins the assigned faction skiping the can_character_join trigger.Factions
leave_factioncharacterThe charcter in the scope leaves the assigned faction.Factions
make_claim_strongcharactertitleMakes a claim strong (character adds the claim if not having it already).Titles
make_claim_weakcharactertitleMakes a claim weak (character adds the claim if not having it already).Titles
make_concubinecharactercharacterMakes the target character a concubine of the scope character, the target should not be imprisoned.Characters
make_pregnantcharactercharacter/int/boolMakes a character pregnant.make_pregnant = { father= ‘the real father’ number_of_children= X known_bastard=yes/no }Characters
make_story_ownerstory cyclecharacterMakes the character the new owner of the story.make_story_owner = character_targetStories
make_trait_activecharacterActivates an inactive trait. Tooltip will not be shown if the character cannot have the trait.Characters
make_trait_active
_force_tooltip
characterActivates an inactive trait. Tooltip will be shown even if the character cannot have the trait.Characters
make_trait_inactivecharacterMakes 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
characterMakes a current trait of a character inactive. Tooltip will be shown even if the character doesn’t have the trait.Characters
make_unprunablecharacterThe 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 = yesCharacters
marrycharactercharacterMarries the scoped character to the target character.marry = targetCharacters
marry_matrilinealcharactercharacterMarries the scoped character to the target character matrilineallymarry_matrilineal = targetCharacters
move_to_poolcharacterboolThe scoped character (courtier or guest) leaves their current court and moves into the pool.scope:guest = { move_to_pool = yes }Characters
move_to_pool_atcharacterprovinceThe scoped character (courtier/guest/pool character) leaves their current court (if any) and moves into the pool of the specified provincescope:guest = { move_to_pool_at = scope:some_province }Characters
pay_long_term_goldcharactercharacter/intThe scope character pays gold to the target character. (AI budget category long term).pay_gold = { target = X gold = Y }Characters
pay_short_term_goldcharacterThe scope character pays gold to the target character. (AI budget category short term).pay_gold = { target = X gold = Y }Characters
pay_short_term_incomecharactercharacter/intThe 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_cuecharacterPlays the specified music cue.Music
recalculate
_scripted_relation
characterRecalculates the effect of a scripted relation.recalculate_scripted_relation = friendRelations
recruit_courtiercharactercharacterRecruits the target to become a courtier.scope:liege = { recruit_courtier = scope:new_courtier }Characters
refund_all_perkscharacterboolRefunds all perks of the character.refund_all_perks = yesLifestyles
refund_perkscharacterkeyRefunds all perks of the RHS lifestyle.refund_perks = intrigue_lifestyleLifestyles
release_from_prisoncharacterboolReleases the character from the prison.release_from_prison = yesCharacters
remove_all_character
_modifier_instances
charactermodifierRemove all instances of a modifier from a characterremove_all_character_modifier_instances = nameModifiers
remove_all_county
_modifier_instances
landed titlemodifierRemove all instances of a modifier from a county.remove_all_county_modifier_instances = nameModifiers
remove_all_dynasty
_modifier_instances
dynastymodifierRemove all instances of a modifier from a dynasty.remove_all_dynasty_modifier_instances = nameModifiers
remove_all_house
_modifier_instances
dynasty/housemodifierRemove all instances of a modifier from a house.remove_all_house_modifier_instances = nameModifiers
remove_character_flagcharacterflagRemoves a character flag.Flags
remove_character
_modifier
charactermodifierRemove a modifier from a character.remove_character_modifier = nameModifiers
remove_claimcharacterlanded titleRemoves an explicit (not from a living parent/grand parent) claim.Title
remove_concubinecharactercharacterRemoves the target character as a concubine of the scope character.Relations
remove_county
_modifier
landed titlemodifierRemove a modifier from a county.remove_county_modifier = nameModifiers
remove_courtier
_or_guest
charactercharacterRemoves 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
characterkeyRemove the cooldown on taking a decision for the scoped character.remove_decision_cooldown = decision_nameDecisions
remove_doctrinefaithdoctrinesRemove doctrine from faith.<faith_scope> = { remove_doctrine = <doctrine_name> }Faiths
remove_dynasty
_modifier
dynastymodifierRemove a modifier from a dynasty.remove_dynasty_modifier = nameModifiers
remove_hookcharactercharacter/
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_modifierdynasty/housemodifierRemove a modifier from a house.remove_house_modifier = nameModifiers
remove_interaction
_cooldown
characterinteractionRemove the cooldown on using an interaction for the scoped character.remove_interaction_cooldown = interaction_nameInteractions
remove_interaction
_cooldown_against
characterinteraction/
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_goldcharacterRemoves gold from a character (AI’s long term budget).Characters
remove_nicknamecharacterboolRemoves any nickname from the current character.Characters
remove_opinioncharactercharacter/
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_participantwarcharacterRemoves the target character from the scope war.Wars
remove_perkcharacterRemove the perk for this characterCharacters
remove_realm_lawcharacterlawRemoves the given law from the scoped character. This will leave the law group empty, so only do this if you’re getting rid of a law group.Laws
remove_relation
_best_friend
charactercharacterRemoves scripted relationship.Relations
remove_relation_bullycharactercharacterRemoves scripted relationship.Relations
remove_relation
_court_physician
charactercharacterRemoves scripted relationship.Relations
remove_relation_crushcharactercharacterRemoves scripted relationship.Relations
remove_relation_flagflag/character/relationRemoved 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_friendcharactercharacterRemoves scripted relationship.Relations
remove_relation_guardiancharactercharacterRemoves scripted relationshipRelations
remove_relation
_intrigue_mentor
charactercharacterRemoves scripted relationship.Relations
remove_relation
_intrigue_student
charactercharacterRemoves scripted relationship.Relations
remove_relation_lovercharactercharacterRemoves scripted relationship.Relations
remove_relation_mentorcharactercharacterRemoves scripted relationship.Relations
remove_relation_nemesischaractercharacterRemoves scripted relationship.Relations
remove_relation_oafcharactercharacterRemoves scripted relationshipRelations
remove_relation
_potential_friend
charactercharacterRemoves scripted relationship.Relations
remove_relation
_potential_lover
charactercharacterRemoves scripted relationship.Relations
remove_relation
_potential_rival
charactercharacterRemoves scripted relationship.Relations
remove_relation
_rival
charactercharacterRemoves scripted relationship.Relations
remove_relation
_soldier_friend
charactercharacterRemoves scripted relationship.Relations
remove_relation
_soulmate
charactercharacterRemoves scripted relationship.Relations
remove_relation
_student
charactercharacterRemoves scripted relationship.Relations
remove_relation
_victim
charactercharacterRemoves scripted relationship.Relations
remove_relation
_ward
charactercharacterRemoves scripted relationship.Relations
remove_religious
_head_title
faithboolRemoves the religious head title of the faith.remove_religious_head_title = yesFaiths
remove_scheme
_cooldown_against
characterscheme/
character
Remove the cooldown on using a scheme against the target character for the scoped characterremove_scheme_cooldown_against = { scheme = scheme_name target = character }Hooks and Schemes
remove_scheme
_modifier
schememodifierRemoves the specified scheme modifier.Modifiers
remove_short
_term_gold
characterRemoves gold from a character (AI’s short term budget).Characters
remove_special_characterfactionRemoves the special character for the scope factionFactions
remove_special_titlefactionRemoves the special character for the scope faction.Factions
remove_traitcharacterRemoves a trait from a character. Tooltip will not be shown if the character doesn’t have the trait.Characters
remove_trait
_force_tooltip
characterRemoves a trait from a character. Tooltip will be shown even if the character doesn’t have the trait.Characters
reset_beneficiarycharacterboolThe target character stops having a beneficiary.reset_beneficiary = yesHoly Wars
reset_title_namelanded titleboolSets 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 = yesTitle
reset_title_prefixlanded titleboolSets 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 = yesTitle
return_to_courtcharacterReturns the scope character to the employers court.Characters
reverse_add_opinioncharactermodifier/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_leaselanded titleboolRevoke the lease of the scoped title.revoke_lease = yesTitle
scheme_freeze_daysschemeintfreezes the scheme for X days (0 unfreezes the scheme)scheme_freeze_days = XSchemes
scriptedtests_recalculate
_character_modifier
characterRecalculates the modifier of the scoped character.Modifiers
scriptedtests
_recalculate_succession
characterRecalculates the line of succession of the scoped character.Succession
send_interface_messagecharacterSends 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
send_interface_toastcharacterSends 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
characterSets if this character has absolute country control.Control
set_add_claim_on_losstitle/vassal changeIf set, any title losses will result in claims being added to the previous holder.Titles
set_always
_follows_primary_heir
landed titleboolSets if the title should always go to the primary heir in partition succession.set_always_follows_primary_heir = yesTitle
set_beneficiarycharactercharacterThe target character becomes the beneficiary of the scoped character.set_beneficiary = some characterHoly Wars
set_called_towarcharacterSets the target character as already called to the scope war.Wars
set_capital_countylanded titletitleSets the capital county of the title to the target county.set_capital_county = <some county title>Title
set_casus_belliwarSets the casus belli of the scope war.Wars
set_character_faithcharacterfaithChanges what faith a character has executing the effects for it. For history setup use ‘set_character_faith_history’ instead.Characters
set_character
_faith_history
characterfaithChanges what faith a character has NOT executing the effects for it. USE ONLY IN HISOTRY SETUP!Characters
set_character
_faith_with_conversion
characterfaithChanges 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 capitalsCharacters
set_child_of
_concubine
_on_pregnancy
characterSets the child to be (or not be) a child of a concubine during pregnancyCharacters
set_color_from_titlelanded titletitleSets 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_taskcharacterkey/characterSets the task of the scope councillorset_council_task = { task_type = council_position_type_key target = for_targeted_tasks }Jobs
set_county_culturelanded titleculture/titleSets the culture of a county.set_county_culture = english/root.character_cultureTitle
set_county_faithlanded titlefaithChanges what faith a county has.Title
set_culturecharactercultureSet the culture for this characterCharacters
set_culture_same_ascharactercharacterSets the culture of the character to be the same as the culture of the target.Characters
set_de_jure_liege_titlelanded titletitleSet a new DeJure liege title.set_de_jure_liege_title = new_de_jure_liegeTitle
set_death_reasoncharacterSets the death reason and the killer of a dead character.set_death_reason = { killer = X death_reason = Y }, both parameters are optionalCharacters
set_default_educationcharacterSets the default education focus for this character.Lifestyles
set_definitive_formlanded titleboolSets if the title should use a definitive form name (no ‘Kingdom of’).set_definitive_form = yesTitle
set_delete_on_destroylanded titleboolSets if the title should be deleted from the gamestate completely when it is destroyed.set_delete_on_destroy = yesTitle
set_designated_heircharactercharacterSets the given character as designated heir.Succession
set_destroy_if_invalid_heirlanded titleboolSets if the title should be destroyed on succession if there’s no heir matching its restrictions.set_destroy_if_invalid_heir = yesTitle
set_destroy_on_successionlanded titleboolSets if the title should be destroyed on succession.set_destroy_on_succession = yesTitle
set_employercharactercharacterAdd the scope character to the target character’s court.Characters
set_fathercharactercharacterSets the father of a character.Characters
set_focuscharacterSet the focus for this characterLifestyles
set_housecharacterdynasty houseSets the dynasty house of the character.Characters
set_immortal_agecharacterintChanges what age the character became immortal at. Only works if already immortal.set_immortal_age = 20Characters
set_killer_publiccharacterSets the scoped character’s killer as being publicly knownset_killer_public = boolHooks and Schemes
set_known
_bastard_on_pregnancy
characterSets the child to a known or unknown bastard during pregnancy.Characters
set_landless_titlelanded titleboolSets if the title is landless (can be held by rulers with no land)set_landless_title = yesTitle
set_no_automatic_claimslanded titleboolSets 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 = yesTitle
set_num
_pregnancy_children
characterintSet the number of childrenCharacters
set_override
_designated_winner
characterboolThe 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 = yesHoly Wars
set_player_charactercharactercharacterThe 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
charactercharacterSet the assumed father of the pregnancy.Characters
set_primary_spousecharactercharacterSet the primary spouse of a character.set_primary_spouse = scopeCharacters
set_primary_title_tocharacterlanded titleSets the primary title for a character.set_primary_title_to = <title>Titles
set_real_fathercharactercharacterChanges the real father of the character scope.Characters
set_realm_capitalcharacterlanded titleSet a new realm capitalcharacter = { set_realm_capital = new_title }Realm
set_relation_best_friendcharactercharacterSets scripted relationship.Relations
set_relation_bullycharactercharacterSets scripted relationship.Relations
set_relation
_court_physician
charactercharacterSets scripted relationship.Relations
set_relation_crushcharactercharacterSets scripted relationship.Relations
set_relation_friendcharactercharacterSets scripted relationship.Relations
set_relation_guardiancharactercharacterSets scripted relationship.Relations
set_relation
_intrigue_mentor
charactercharacterSets scripted relationship.Relations
set_relation
_intrigue_student
charactercharacterSets scripted relationship.Relations
set_relation_lovercharactercharacterSets scripted relationship.Relations
set_relation_mentorcharactercharacterSets scripted relationship.Relations
set_relation_nemesischaractercharacterSets scripted relationship.Relations
set_relation_oafcharactercharacterSets scripted relationship.Relations
set_relation
_potential_friend
charactercharacterSets scripted relationship.Relations
set_relation
_potential_lover
charactercharacterSets scripted relationship.Relations
set_relation
_potential_rival
charactercharacterSets scripted relationship.Relations
set_relation_rivalcharactercharacterSets scripted relationship.Relations
set_relation
_soldier_friend
charactercharacterSets scripted relationship.Relations
set_relation_soulmatecharactercharacterSets scripted relationship.Relations
set_relation_studentcharactercharacterSets scripted relationship.Relations
set_relation_victimcharactercharacterSets scripted relationship.Relations
set_relation_wardcharactercharacterSets scripted relationship.Relations
set_religious_head_titlefaithlanded titleSets the religious head title of the faith to the given title.set_religious_head_title = scopeFaiths
set_sexualitycharacterSets the sexuality of the characterCharacters
set_special_characterfactioncharacterSets the special character for the scope faction.Factions
set_special_titlefactionlanded titleSets the special title for the scope factionFactions
set_title_and
_vassal_change_type
title/vassal changeconquest, conquest_holy_war, conquest_claim, conquest_populist, inheritance, abdication, destroyed, created, usurped, granted, revoked, election, independency, returned, leased_out, lease_revoked, faction_demandSets the type of change.Titles
set_title_namelanded titlekeysets 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_IGNORETitle
set_title_prefixlanded titlekeysets the prefix of the scoped title. Won’t cause its name or adjective to change.set_title_prefix = PREFIX_THETitle
set_to_lowborncharacterSet the character to lowborn.Characters
set_vassal_contract
_modification_blocked
characterBlocks the vassal contract from being modified with regards to being checked by ‘vassal_contract_is_blocked_from_modification’Vassalage
spawn_armycharacterSpawns 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_taskcharacterForce 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_warfaithStarts 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_schemecharacterstarts a scheme = { type = X target = Y }Hooks and Schemes
start_warcharacterStarts 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_impactcharacterStress 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_factionlanded titlefaction
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_factionlanded titlefactionThe landed title in the scope joins the assigned faction.Factions
title_leave_factionlanded titlefactionThe title in the scope leaves the assigned factionFactions
unlock_character
_movement
bool/characterCharacters
use_hookcharactercharacterUses a hook a character has (removes if weak, puts on cooldown if strong).use_hook = some_characterHooks and Schemes
vassal_contract_decrease
_obligation_level
characterDecrease the obligation level of the scoped character’s vassal contract.Vassalage
vassal_contract_increase
_obligation_level
characterIncrease the obligation level of the scoped character’s vassal contract.Vassalage
vassal_contract_set
_obligation_level
characterChange 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_ofcharactercharacterAdd 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.

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Author
Giuseppe Nelva
Proud weeb hailing from sunny (not as much as people think) Italy and long-standing gamer since the age of Mattel Intellivision and Sinclair ZX Spectrum. Definitely a multi-platform gamer, he still holds the old dear PC nearest to his heart, while not disregarding any console on the market. RPGs (of any nationality), MMORPGs, and visual novels are his daily bread, but he enjoys almost every other genre, prominently racing simulators, action and sandbox games. He is also one of the few surviving fans on Earth of the flight simulator genre.