Effects

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Introduction[编辑 | 编辑源代码]

An Effect is a script that does something, similar to a function in other programming languages. An Effect differs from a Trigger in that a Trigger always returns a boolean, True or False, and doesn't change anything in the game. An Effect is the script that actually changes game state (i.e. Applies modifiers, creates or destroys objects, etc.) The list below is not complete, as it only includes the Effects built-in to the engine. More effects are scripted and located in common/scripted_effects. You can write your own effects there as well. If you have Event code that is repeated multiple times, it is usually easier to put the code into an Effect and just call the Effect from the event code everyplace it needs to run. An Effect runs in the scope in which it is called. Be careful using the FROM scope in effects, as you can't be sure from where the script will always be run.

Dump Export[编辑 | 编辑源代码]

Current effects can be found in an effects.log file in your local data folder's script_documentation (defaults to "%USERPROFILE%\Documents\Paradox Interactive\Stellaris\logs\script_documentation\").[regexp s. talk]

Name Desc Example Scopes
tooltip Just a tooltip all
win The scoped country wins the game win = yes country
hidden_effect Prevents enclosed effects from being displayed in tooltip hidden_effect = { <effects> } all
custom_tooltip Displays a specific localization string in tooltip custom_tooltip = <string> all
if Executes enclosed effects if limit criteria are met if = { limit = { <triggers> } <effects> } all
end_all_treaties_with Ends all treaties with the target end_all_treaties_with = <target> country
random_list Picks one random set of effects from a list, influenced by relative weight random_list = { 50 = { <effects> } 20 = { <effects> } 30 = { <effects> } 999 = { <effects> } } all
locked_random_list Picks one random set of effects from a list, influenced by relative weight once per event scope locked_random_list = { 50 = { <effects> } 20 = { <effects> } 30 = { <effects> } 999 = { <effects> } } all
remove_deposit Remove resource deposit on the scoped planet or deposit, does not fire on_cleared if used on a blocker remove_deposit = <key/yes> planet deposit
add_blocker Adds a blocker to a planet, with some control over what it is set to block (add_deposit will add a random planetary deposit to block) add_blocker = {

type = <key> blocked_deposit = none (default)/<deposit scope – copies the type to the blocked deposit but any flags or variables are lost>/random }

planet
set_owner Instantly sets the owner of the scoped planet/fleet/army/starbase to target country set_owner = <target> megastructure planet fleet leader army starbase
unemploy_pop Fires scoped pop from its job unemploy_pop = yes pop
check_planet_employment Immediately runs a job evaluation on the planet, firing and employing pops as needed check_planet_employment = yes planet
change_species_portrait Changes the portrait of the species in scope. change_species_portrait = <key or species event target> species
clear_pop_category Resets category of a pop clear_pop_category = yes pop
add_random_non_blocker_deposit Adds random non-blocker resource deposit to the scoped planet add_random_non_blocker_deposit = yes planet
remove_last_built_building Removes last built building from the scoped planet remove_last_built_building = yes planet
remove_all_buildings Removes all buildings from the scoped planet remove_all_buildings = yes planet
give_technology Instantly gives a specific tech to the scoped country give_technology = { tech = tech_desert_colonization message = yes } country
add_building Begins construction of a specific building on the scoped planet add_building = <key> planet
add_planet_devastation Instantly adds devastation to scoped planet add_planet_devastation = 5 planet
create_half_species Creates a new pop from a half-species on the planet create_half_species = { species_one = <target> species_two = <target> } all
calculate_modifier Forces target planet or country to calculate its internal modifier calculate_modifier = yes planet
establish_branch_office Establish branch office on scoped planet for target country establish_branch_office = <target> planet
close_branch_office Close branch office on scoped planet close_branch_office = yes planet
clear_blockers Removes all blockers from the scoped planet clear_blockers = yes planet
set_built_species Changes the built species of the scoped object set_built_species = <target> country
set_first_contact_flag Sets an arbitrarily-named flag on the scoped first contact site set_first_contact_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects) first_contact
set_federation_flag Sets an arbitrarily-named flag on the scoped federation set_federation_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects) federation
set_country_flag Sets an arbitrarily-named flag on the scoped country set_country_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects) country
set_planet_flag Sets an arbitrarily-named flag on the scoped planet set_planet_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects) planet
set_fleet_flag Sets an arbitrarily-named flag on the scoped fleet set_fleet_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects) fleet
set_ship_flag Sets an arbitrarily-named flag on the scoped ship set_ship_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects) ship
remove_first_contact_flag Removes a flag from the scoped first contact site remove_first_contact_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects) first_contact
remove_federation_flag Removes a flag from the scoped federation remove_federation_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects) federation
remove_country_flag Removes a flag from the scoped country remove_country_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects) country
remove_planet_flag Removes a flag from the scoped planet remove_planet_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects) planet
remove_fleet_flag Removes a flag from the scoped fleet remove_fleet_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects) fleet
remove_ship_flag Removes a flag from the scoped ship remove_ship_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects) ship
every_owned_ship Iterate through each ship in the fleet or owned by the country – executes the enclosed effects on all of them for which the limit triggers return true every_owned_ship = { limit = { <triggers> } <effects> } country fleet
random_owned_ship Iterate through each ship in the fleet or owned by the country – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_owned_ship = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

country fleet
create_species Creates a new species

create_species = { name = <string> plural = <string> class = <species class key> portrait = <random/portrait id> homeworld = <target> name_list = <namelist> traits = { <specific/random traits> } sapient = <Y/N, determines if species is pre-sapient> is_mod = <Y/N, determines if species is a modification of another> immortal = <Y/N, determines if species leaders are immortal> can_be_modified = <Y (default)/N/this> }

all
create_country Creates a new country create_country = {

name = <string/random> adjective = <string> contact_rule = <string> type = <key> auto_delete = <bool> name_list = <key> ship_prefix = <string> authority = <key> civics = random / { civic = <key> civic = random } species = <target> flag = <random / { icon = { category = <key> file = <filename.dds> } background = { category = <key> file = <filename.dds> } colors = { <key> <key> } } ethos = <random / { ethic = <key> ethic = <key> }> restrictions = { <restrictions, see "common\governments\readme_requirements.txt"> } effect = { <effects executed on country> } }

all
create_fleet Creates a new fleet create_fleet = { name = <string> effect = { <create_ship, set_owner, set_location etc effects go here> } } all
create_army Creates a new army create_army = {

name = <string> owner = <target> species = <target>/random type = <key> }

planet
modify_army Modifies army with parameters: modify_army = {

name = <string> owner = <target> species = <target>/random type = <key> }

army
set_location Sets the fleet/ambient object's location, can be fine-tuned set_location = <target>

set_location = { target = <target> distance = <int/random> angle = <int/random> direction = <in_system/out_system> }

fleet ambient_object
create_ship Creates a new ship create_ship = {

name = <string/random> design = <ship design key/target, or use random_existing_design> random_existing_design = <ship size key> graphical_culture = <graphical culture key> prefix = <Y/N, determines if ship name should use owner country prefix> colonizer_species = <species, default: fleet owner founder species> }

fleet starbase
create_pop Creates a new pop on the scoped planet create_pop = {

species = <target / key> ethos = <random / target / { ethic = <key> ethic = <key> }> }

planet
create_colony Creates a colony on the scoped planet create_colony = {

owner = <target> species = <target / key> ethos = <random / target / { ethic = <key> ethic = <key> }> }

planet
set_capital Sets the scoped planet to be the capital of its owner country set_capital = yes planet
change_pc Changes the class of the scoped planet change_pc = <class/random list>

change_pc = { class = <class/random list> inherit_entity = yes }

planet
set_star_class Sets the star's star class, affecting system and galactic map graphics and potentially modifiers. Also changes the planet class of the system's primary star. set_star_class = <star class> galactic_object
random_country Iterate through all countries – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_country = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

all
random_pop Executes enclosed effects on a random pop that meets the limit criteria. Warning: deprecated, use random_owned_pop random_pop = { limit = { <triggers> } <effects> } planet
kill_pop Instantly destroys the scoped pop kill_pop = yes pop
destroy_colony Destroys the colony on the scoped planet destroy_colony = yes planet
add_experience Adds a sum of experience points to the scoped leader add_experience = 200 leader
set_ring Adds or removes a planetary ring around the scoped planet set_ring = no planet
create_mining_station Creates a mining station in orbit of the scoped planet create_mining_station = { owner = <target> } planet
create_research_station Creates a research station in orbit of the scoped planet create_research_station = { owner = <target> } planet
set_pop_flag Sets an arbitrarily-named flag on the scoped pop set_pop_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects) pop
remove_pop_flag Removes a flag from the scoped pop remove_pop_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects) pop
every_owned_pop Iterate through all owned pops – executes the enclosed effects on all of them for which the limit triggers return true every_owned_pop = { limit = { <triggers> } <effects> } planet country pop_faction sector
set_name Sets the name of the scoped country/planet/ship/fleet/leader/army/system/pop faction set_name = <string> megastructure planet country ship fleet galactic_object leader army pop_faction war federation sector
set_adjective Sets the adjective of the scoped country set_adjective = <string> country
set_ship_prefix Sets the ship prefix of the scoped country set_ship_prefix = <string> country
add_modifier Adds a specific modifier to the scoped object for a set duration add_modifier = {

modifier = <key> days/months/years = <int, -1 (default) means it never expires> multiplier = <float>/<variable> (optional) time_multiplier = <variable> (optional: days/months/years value is multiplied by the value of this variable) clear_on_owner_change = yes (optional: default no; clears modifier if planet/system/megastructure's owner changes) }

megastructure planet country ship pop fleet galactic_object pop_faction federation spy_network espionage_operation
reduce_hp Reduces the hull points of the scoped ship by a specific amount reduce_hp = 120 ship
reduce_hp_percent Reduces the hull points of the scoped ship by a relative amount reduce_hp_percent = 0.25 ship
repair_ship Restores all hull points to the scoped ship repair_ship = yes ship
set_surveyed Sets the planet or system as un/surveyed by target country set_surveyed = { surveyed = yes surveyor = <target> } planet galactic_object
set_visited Sets the target system as 'visited' (i.e. low system intel on the map) set_visited = <target> country
destroy_country Destroys the scoped country destroy_country = yes country
set_variable Sets or creates an arbitrarily-named variable with a specific value in the current scope set_variable = { which = <string> value = <float>/<variable>/<scope.variable>/trigger:<trigger> } megastructure planet country ship pop fleet galactic_object leader army ambient_object species pop_faction war federation starbase deposit sector archaeological_site first_contact spy_network espionage_operation espionage_asset
clear_variable Clears a previously-set variable from the game. clear_variable = <string> megastructure planet country ship pop fleet galactic_object leader army ambient_object species pop_faction war federation starbase deposit sector archaeological_site first_contact spy_network espionage_operation espionage_asset
round_variable Rounds a previously-set variable to the closest integer. round_variable = <string> megastructure planet country ship pop fleet galactic_object leader army ambient_object species pop_faction war federation starbase deposit sector archaeological_site first_contact spy_network espionage_operation espionage_asset
floor_variable Rounds a previously-set variable down to the previous integer. floor_variable = <string> megastructure planet country ship pop fleet galactic_object leader army ambient_object species pop_faction war federation starbase deposit sector archaeological_site first_contact spy_network espionage_operation espionage_asset
ceiling_variable Rounds a previously-set variable up to the next integer. ceiling_variable = <string> megastructure planet country ship pop fleet galactic_object leader army ambient_object species pop_faction war federation starbase deposit sector archaeological_site first_contact spy_network espionage_operation espionage_asset
export_modifier_to_variable Exports the value of a specified modifier in the current scope to a specified variable. export_modifier_to_variable = { modifier = pop_growth_speed_reduction variable = <string> } megastructure planet country ship pop fleet galactic_object leader army species pop_faction
export_trigger_value_to_variable Exports the value of a trigger to a specified variable (so for num_pops, it'll export the number of pops). export_trigger_value_to_variable = {

trigger = pop_produces_resource parameters = { resource = energy } (optional: specify extra parameters for triggers with { } variable = <string> (this example will print the amount of energy the pop produces to a variable) rounded = yes (default: no) }

megastructure planet country ship pop fleet galactic_object leader army ambient_object species pop_faction war federation starbase deposit sector archaeological_site first_contact spy_network espionage_operation espionage_asset
export_resource_stockpile_to_variable Exports the value of the current country's stockpile of the specified resource to a variable. export_resource_stockpile_to_variable = { resource = energy variable = <string> } country
export_resource_income_to_variable Exports the value of the current country's monthly income of the specified resource to a variable. export_resource_income_to_variable = { resource = energy variable = <string> } country
remove_global_flag Removes a global flag remove_global_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects) all
set_global_flag Sets an arbitrarily-named global flag set_global_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects) all
change_variable Increments a previously-set variable by a specific amount change_variable = { which = <string> value = <float>/<variable>/<scope.variable>/trigger:<trigger> } megastructure planet country ship pop fleet galactic_object leader army ambient_object species pop_faction war federation starbase deposit sector archaeological_site first_contact spy_network espionage_operation espionage_asset
every_galaxy_pop Executes enclosed effects for every pop in the game that meet the limit criteria every_galaxy_pop = { limit = { <triggers> } <effects> } all
every_country Iterate through all countries – executes the enclosed effects on all of them for which the limit triggers return true every_country = { limit = { <triggers> } <effects> } all
every_playable_country Iterate through all playable countries – executes the enclosed effects on all of them for which the limit triggers return true every_playable_country = { limit = { <triggers> } <effects> } all
random_playable_country Iterate through all playable countries – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_playable_country = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

all
set_event_locked Silently disables the scoped fleet to prevent player action, remember to unlock at the end of the event set_event_locked = no fleet
clear_orders Clears all fleet orders from the scoped fleet clear_orders = yes fleet
order_forced_return Forces scoped fleet to retreat to friendly territory order_forced_return = yes fleet
declare_war Declares war between the scoped country and target country declare_war = {

target = <target country> name = <optional war name> attacker_war_goal = <war goal> }

country
set_star_flag Sets an arbitrarily-named flag on the scoped system set_star_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects) galactic_object
remove_star_flag Removes a flag from the scoped system remove_star_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects) galactic_object
set_army_flag Sets an arbitrarily-named flag on the scoped army set_army_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects) army
set_deposit_flag Sets an arbitrarily-named flag on the scoped deposit set_deposit_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects) deposit
set_war_flag Sets an arbitrarily-named flag on the scoped war set_war_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects) war
set_starbase_flag Sets an arbitrarily-named flag on the scoped starbase set_starbase_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects) starbase
set_sector_flag Sets an arbitrarily-named flag on the scoped sector set_sector_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects) sector
set_archaeology_flag Sets an arbitrarily-named flag on the scoped arc site set_archaeology_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects) archaeological_site
set_spynetwork_flag Sets an arbitrarily-named flag on the scoped spy network set_spynetwork_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects) spy_network
set_espionage_asset_flag Sets an arbitrarily-named flag on the scoped espionage asset set_espionage_asset_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects) espionage_asset
remove_army_flag Removes a flag from the scoped army remove_army_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects) army
remove_deposit_flag Removes a flag from the scoped deposit remove_deposit_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects) deposit
remove_war_flag Removes a flag from the scoped war remove_war_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects) war
remove_starbase_flag Removes a flag from the scoped starbase remove_starbase_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects) starbase
remove_sector_flag Removes a flag from the scoped sector remove_sector_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects) sector
remove_archaeology_flag Removes a flag from the scoped arc site remove_archaeology_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects) archaeological_site
remove_spynetwork_flag Removes a flag from the scoped spy network remove_spynetwork_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects) spy_network
remove_espionage_asset_flag Removes a flag from the scoped espionage asset remove_espionage_asset_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects) espionage_asset
set_spawn_system_batch Optimizes the calls for spawn_system effect. Spawn system should be located in a block between Begin and End.

Begin: set_spawn_system_batch = begin End: set_spawn_system_batch = end

all
spawn_system Spawns a new system at a position relative to the scoped system/planet/ship. spawn_system = { min_jumps = <value> max_jumps = <value> min_distance = <int 0-100> max_distance = <int 0-100> initializer = <key for pre-defined system> hyperlane=<yes/no> is_discovered=<yes/no>} megastructure planet ship fleet galactic_object starbase no_scope
dismantle Dismantles the scoped orbital station (fleet) dismantle = yes fleet
set_advisor_active Enables or disables the VIR window pop-in set_advisor_active = no country
save_event_target_as Saves the current scope as an arbitrarily-named target to be referenced later in the (unbroken) event chain save_event_target_as = <string> all
save_global_event_target_as Saves the current scope as an arbitrarily-named target to be referenced later, accessible globally until cleared save_global_event_target_as = <string> all
clear_global_event_target Deletes the specified saved global target reference clear_global_event_target = <string> all
clear_global_event_targets Deletes all saved global target references clear_global_event_targets = yes all
break Prevents execution of subsequent effects in the same effect block, used with if-statements break = yes all
set_tutorial_level Changes the scoped country's tutorial level (0 none, 1 limited, 2 full) set_tutorial_level = 0 country
begin_event_chain Starts a situation log event chain for target country begin_event_chain = { event_chain = <key> target = <target> } all
end_event_chain Ends a specific situation log event chain for the scoped country end_event_chain = <key> country
queue_actions Adds actions to the scoped fleet's action queue queue_actions = { repeat = { <fleet actions> } } fleet
clear_fleet_actions Clears all queued fleet actions for target fleet clear_fleet_actions = <target> fleet
destroy_fleet Destroys the target fleet (with death graphics) destroy_fleet = <target>

destroy_fleet = { target=<target> kill_leader=<yes/no> #default yes destroy_template=<yes/no> #default no }

all
destroy_and_spawn_debris_for Sets the current ship or fleet to be destroyed and spawn a debris project for the specified country. destroy_and_spawn_debris_for = from ship fleet
create_ambient_object Creates a new ambient object create_ambient_object = { type = <key> location = <target> }

For VFX use: create_ambient_object = { type = <key> scale = <float> location = <target> use_3d_location = <bool, use 3D entity or 2D coordinate of the location entity as base> entity_offset = { min = <int> max = <int> } entity_offset_angle = { min = <int> max = <int> } entity_offset_height = { min = <int> max = <int> } entity_face_object = star/FROM/etc entity_scale_to_size = yes/no play_animation_once = yes/no target = <target> duration = <int, days> }

all
destroy_ambient_object Destroys target ambient object destroy_ambient_object = <target> all
add_trait Adds a specific trait to the scoped leader add_trait = <trait> leader
remove_trait Removes a specific trait from the scoped leader remove_trait = <key> leader
modify_species Creates a new, modified species based on an already-extant species modify_species = {

species = <target> # species to modify base = <target>/auto/none # new base species; default: auto (uses species) add_trait = <key> # optional, can specify multiple remove_trait = <key> # optional, can specify multiple add_traits_at_start_of_list = yes # optional, pushes out other traits if needed ideal_planet_class = <target or pc_name> # optional change_scoped_species = yes/no # modify scoped pops/planet/leader/country; default: yes portrait = <target or portrait name> # optional effect = { SCOPE_SPECIES } # optional effect to run on the resulting new species, is executed after any handling of change_scoped_species }

planet country pop leader species
add_opinion_modifier Adds a specific opinion modifier for the scoped country towards target country add_opinion_modifier = { modifier = <key> who = <target> } country
establish_contact Establishes first contact between the scoped country and target country at the set location establish_contact = { who = <target> location = <target> } country
set_hostile Sets the target country as hostile. This will work on countries you don't have comms with, unlike set_faction_hostility. set_hostile = from country
set_faction_hostility Sets the aggro state of the scoped faction-type country set_faction_hostility = { target = country set_hostile = yes set_neutral = no set_friendly = no } country
set_market_leader Set scoped country as the current Galactic Market leader. set_market_leader = <yes/no> country
random_system_planet Iterate through each planet in the current system – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_system_planet = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

galactic_object
add_event_chain_counter Increments (or decrements with negative values) an event chain counter for the scoped country by a specific amount add_event_chain_counter = { event_chain = <key> counter = <key> amount = <int>/<variable> } country
add_anomaly Adds a specific anomaly category to the scoped planet add_anomaly = {

category = <key> target = target:country }

all
set_disable_at_health Sets the scoped ship to become disabled at a certain hull point percentage set_disable_at_health = <0-1 float> ship
remove_building Removes a specific building from the scoped planet remove_building = <key> planet
change_planet_size Increases or reduces the size of the scoped planet by a specified amount change_planet_size = <+/- int> planet
every_deposit Iterate through each deposit on the planet – executes the enclosed effects on all of them for which the limit triggers return true every_deposit = { limit = { <triggers> } <effects> } planet
random_deposit Iterate through each deposit on the planet – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_deposit = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

planet
set_policy_cooldown Sets the specified policy group to have a cooldown as if the policy had just been changed. set_policy_cooldown = <policy group e.g. diplomatic_stance> planet country ship pop
create_point_of_interest Creates a point of interest for the scoped country at a specific location, associated with an event chain create_point_of_interest = { id = <key> name = <string> desc = <string> event_chain = <key> location = <target> } planet country ship pop
remove_point_of_interest Removes a specific point of interest from the scoped country's situation log remove_point_of_interest = <key> country
set_relation_flag Sets a relation flag for the scoped country towards target country set_relation_flag = {

who = <target> flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects) }

country
remove_relation_flag Removes a specific relation flag towards target country from the scoped country remove_relation_flag = {

who = <target> flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects) }

country
random_moon Iterate through each moon of the planet – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_moon = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

planet
every_moon Iterate through each moon of the planet – executes the enclosed effects on all of them for which the limit triggers return true every_moon = { limit = { <triggers> } <effects> } planet
kill_leader Kills the scoped leader or leader of the scoped country/fleet/ship/planet/army kill_leader = { type = general type = scientist etc. }

kill_leader = { type = <key, optional, if left out will kill scoped leader> show_notification = <yes/no> heir = <yes, optional, if added to type = ruler, will kill heir instead> fire = yes (default: no; if yes, fires on_leader_fired instead of on_leader_death }

planet country ship fleet leader army
assign_leader Assigns target leader to the scoped country/fleet/army/pop faction/sector assign_leader = <target> country fleet army pop_faction sector
country_add_ethic Adds a specific ethic to the scoped country country_add_ethic = <key> country
country_remove_ethic Removes a specific ethic from the scoped country country_remove_ethic = <key> country
set_timed_first_contact_flag Sets an arbitrarily-named flag on the scoped first contact site for a set duration set_timed_first_contact_flag = {

flag = <key> (note: one can use <key>@scope e.g. my_flag@from to track relationships between objects) days/months/years = <int>/<variable> }

first_contact
set_timed_federation_flag Sets an arbitrarily-named flag on the scoped federation for a set duration set_timed_federation_flag = {

flag = <key> (note: one can use <key>@scope e.g. my_flag@from to track relationships between objects) days/months/years = <int>/<variable> }

federation
set_timed_country_flag Sets an arbitrarily-named flag on the scoped country for a set duration set_timed_country_flag = {

flag = <key> (note: one can use <key>@scope e.g. my_flag@from to track relationships between objects) days/months/years = <int>/<variable> }

country
set_timed_fleet_flag Sets an arbitrarily-named flag on the scoped fleet for a set duration set_timed_fleet_flag = {

flag = <key> (note: one can use <key>@scope e.g. my_flag@from to track relationships between objects) days/months/years = <int>/<variable> }

fleet
set_timed_global_flag Sets an arbitrarily-named global flag for a set duration set_timed_global_flag = {

flag = <key> (note: one can use <key>@scope e.g. my_flag@from to track relationships between objects) days/months/years = <int>/<variable> }

all
set_timed_planet_flag Sets an arbitrarily-named flag on the scoped planet for a set duration set_timed_planet_flag = {

flag = <key> (note: one can use <key>@scope e.g. my_flag@from to track relationships between objects) days/months/years = <int>/<variable> }

planet
set_timed_pop_flag Sets an arbitrarily-named flag on the scoped pop for a set duration set_timed_pop_flag = {

flag = <key> (note: one can use <key>@scope e.g. my_flag@from to track relationships between objects) days/months/years = <int>/<variable> }

pop
set_timed_relation_flag Sets an arbitrarily-named flag for the scoped country towards target country for a set duration set_timed_relation_flag = {

flag = <key> (note: one can use <key>@scope e.g. my_flag@from to track relationships between objects) who = <target> days/months/years = <int> }

country
set_timed_ship_flag Sets an arbitrarily-named flag on the scoped ship for a set duration set_timed_ship_flag = {

flag = <key> (note: one can use <key>@scope e.g. my_flag@from to track relationships between objects) days/months/years = <int>/<variable> }

ship
set_timed_star_flag Sets an arbitrarily-named flag on the scoped system for a set duration set_timed_star_flag = {

flag = <key> (note: one can use <key>@scope e.g. my_flag@from to track relationships between objects) days/months/years = <int>/<variable>

galactic_object
set_timed_army_flag Sets an arbitrarily-named flag on the scoped army for a set duration set_timed_army_flag = {

flag = <key> (note: one can use <key>@scope e.g. my_flag@from to track relationships between objects) days/months/years = <int>/<variable> }

army
set_timed_deposit_flag Sets an arbitrarily-named flag on the scoped deposit for a set duration set_timed_deposit_flag = {

flag = <key> (note: one can use <key>@scope e.g. my_flag@from to track relationships between objects) days/months/years = <int>/<variable> }

deposit
set_timed_war_flag Sets an arbitrarily-named flag on the scoped war for a set duration set_timed_war_flag = {

flag = <key> (note: one can use <key>@scope e.g. my_flag@from to track relationships between objects) days/months/years = <int>/<variable> }

war
set_timed_starbase_flag Sets an arbitrarily-named flag on the scoped starbase for a set duration set_timed_starbase_flag = {

flag = <key> (note: one can use <key>@scope e.g. my_flag@from to track relationships between objects) days/months/years = <int>/<variable> }

starbase
set_timed_sector_flag Sets an arbitrarily-named flag on the scoped sector for a set duration set_timed_sector_flag = {

flag = <key> (note: one can use <key>@scope e.g. my_flag@from to track relationships between objects) days/months/years = <int>/<variable> }

sector
set_timed_archaeology_flag Sets an arbitrarily-named flag on the scoped arc site for a set duration set_timed_archaeology_flag = {

flag = <key> (note: one can use <key>@scope e.g. my_flag@from to track relationships between objects) days/months/years = <int>/<variable> }

archaeological_site
set_timed_spynetwork_flag Sets an arbitrarily-named flag on the scoped spy network for a set duration set_timed_spynetwork_flag = {

flag = <key> (note: one can use <key>@scope e.g. my_flag@from to track relationships between objects) days/months/years = <int>/<variable> }

spy_network
set_timed_espionage_asset_flag Sets an arbitrarily-named flag on the scoped espionage asset for a set duration set_timed_espionage_asset_flag = {

flag = <key> (note: one can use <key>@scope e.g. my_flag@from to track relationships between objects) days/months/years = <int>/<variable> }

espionage_asset
set_saved_date Sets an arbitrarily-named date flag for the scoped object. Acts both as an <scope object>_flag and as a means for saving a date. The flag can then be referred to in localisations [This.<flag>] to produce the date. set_saved_date = {

key = <key> (refer to this in locs; note: this is actually a <country/whatever>_flag) days_from_present = <int>/<variable> (time until the date you wish to save) expires = <int>/<variable> (time until the saved date is cleared, default is never) }

megastructure planet country ship pop fleet galactic_object leader army ambient_object species pop_faction war federation starbase deposit sector archaeological_site first_contact spy_network espionage_operation espionage_asset
every_planet_within_border Iterate through each planet within the current empire's borders – executes the enclosed effects on all of them for which the limit triggers return true every_planet_within_border = { limit = { <triggers> } <effects> } country
every_rim_system Iterate through all rim systems – executes the enclosed effects on all of them for which the limit triggers return true every_rim_system = { limit = { <triggers> } <effects> } all
random_rim_system Iterate through all rim systems – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_rim_system = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

all
remove_modifier Removes a specific modifier from the scope object remove_modifier = <key> megastructure planet country ship pop fleet galactic_object pop_faction federation spy_network espionage_operation
add_ship_design Adds a specific ship design to the scoped country add_ship_design = <target> country
add_mission_progress Adds or subtracts progress to/from the scoped observation post's current mission add_mission_progress = <+/- float> fleet
create_army_transport Creates a new army in a new transport ship create_army_transport = {

ship_name = <string> graphical_culture = <key> army_name = <string> army_type = <key> species = <target> }

fleet
switch Executes the first appropriate effect set for a specific trigger switch = {

trigger = <trigger> <corresponding key/bool/int> = { <effect> } <corresponding key/bool/int> > (less/greater than appear 'reversed') { <effect> } default = { <effect> } }

all
set_pop_faction Sets the scoped pop to belong to a specific pop faction set_pop_faction = <target> pop
set_graphical_culture Sets the scoped object's graphical culture set_graphical_culture = <key> megastructure country
set_formation_scale Scales the scoped fleet's formation's ship spacing, above and below 1.0 set_formation_scale = <float> fleet
set_controller Instantly sets the planet/fleet's controller to target country set_controller = <target> planet fleet
force_faction_evaluation Forces target pop to immediately evaluate their attraction to various pop factions force_faction_evaluation = yes pop
enable_faction_of_type Forces scoped country to evaluate whether to create a specific faction type immediately, rather than monthly enable_faction_of_type = <key> country
clear_uncharted_space Clears uncharted space from the galaxy map for the scoped country, in a radius around target system clear_uncharted_space = { from = <target> } country
every_owned_leader Iterate through each leader that is owned by the country – executes the enclosed effects on all of them for which the limit triggers return true every_owned_leader = { limit = { <triggers> } <effects> } country
random_owned_leader Iterate through each leader that is owned by the country – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_owned_leader = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

country
establish_communications Establish communications between scoped country and target country establish_communications = <target> country
add_monthly_resource_mult Adds a lump sum of a resource to the scoped country, defined as a multiple of the country's monthly income of that resource (clamped to max and min allowed values) add_monthly_resource_mult = { resource = <key> value = <multiplier, float> max = <max cap, int> min = <min cap, int> } country
set_leader_flag Sets an arbitrarily-named flag on the scoped leader set_leader_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects) leader
remove_leader_flag Removes a flag from the scoped leader remove_leader_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects) leader
add_research_option Adds a tech research option to the scoped country's tech view list, permanent until researched add_research_option = <key> country
set_heir Sets the target leader to be the scoped country's heir set_heir = <target> country
leave_alliance Removes scoped country from any alliances it is in leave_alliance = {

override_requirements = yes/no (default: no) apply_opinion_penalty = yes (default: no; sets whether 'Broke Federation' opinion is applied) }

country
random_owned_pop Iterate through all owned pops – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_owned_pop = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

planet country pop_faction sector
set_policy Sets a policy to a specific option for the scoped country and specifies if policy cooldown should go into effect set_policy = { policy = <key> option = <key> cooldown = <bool> } all
recruitable Sets scoped leader as non/recruitable recruitable = yes leader
closest_system Executes enclosed effects on a system -within a specific number of jumps span- that meets the limit criteria. This completely ignores bypasses (wormholes and gateways) closest_system = {

min_steps = <int, minimum # of systems 'away'> max_steps = <int, maximum # of systems 'away'> use_bypasses = yes/no (default: no) limit = { <triggers> } <effects> }

all
random_owned_fleet Iterate through each fleet owned by the country – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_owned_fleet = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

country
random_ambient_object Iterate through every ambient object in the game – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_ambient_object = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

all
random_system_ambient_object Iterate through every ambient object in the solar system – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_system_ambient_object = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

galactic_object
every_ambient_object Iterate through every ambient object in the game – executes the enclosed effects on all of them for which the limit triggers return true every_ambient_object = { limit = { <triggers> } <effects> } all
every_system_ambient_object Iterate through every ambient object in the solar system – executes the enclosed effects on all of them for which the limit triggers return true every_system_ambient_object = { limit = { <triggers> } <effects> } galactic_object
set_ambient_object_flag Sets an arbitrarily-named flag on the scoped ambient object set_ambient_object_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects) ambient_object
set_timed_ambient_object_flag Sets an arbitrarily-named flag on the scoped ambient object for a set duration set_timed_ambient_object_flag = {

flag = <key> (note: one can use <key>@scope e.g. my_flag@from to track relationships between objects) days/months/years = <int>/<variable> }

fleet
remove_ambient_object_flag Removes a flag from the scoped ambient object remove_ambient_object_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects) ambient_object
every_fleet_in_system Iterate through each fleet in the current system – executes the enclosed effects on all of them for which the limit triggers return true every_fleet_in_system = { limit = { <triggers> } <effects> } galactic_object
random_fleet_in_system Iterate through each fleet in the current system – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_fleet_in_system = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

galactic_object
set_aggro_range Sets the scoped fleet/country's aggro range in intra-system units set_aggro_range = <int> country fleet
set_fleet_stance Sets the stance of the scoped fleet set_fleet_stance = <key, aggressive/passive/evasive> fleet
add_favors Add <value> favors for scoped country to use on target country. add_favor = { target = <target>

value = 2/variable }

country
remove_favors Remove <value/all> favors that scoped country have on target country: remove_favors = {

target = <target> value = <value/all/variable> }

country
set_aggro_range_measure_from Determines whether the scoped fleet/country's aggro range is measured from the fleet's current position or its spawn location set_aggro_range_measure_from = <key, self/return_point> country fleet
establish_communications_no_message Silently establish communications between scoped country and target country establish_communications_no_message = <target> country
remove_war_participant Removes a specified country from the war remove_war_participant = <target> war
set_subject_of Sets the scoped country to be a specific subject of target country set_subject_of = { who = <target> subject_type = <key> } country
unassign_leader Unassigns scoped leader from their post or unassigns leader from the scoped planet/ship/fleet/army unassign_leader = <target> ship fleet leader army
exile_leader_as Exiles the scoped country/fleet/army/pop faction's leader and saves them with a custom name exile_leader_as = <key> country fleet leader army pop_faction
set_leader Reinstates a previously-exiled leader to the scoped country/fleet/army/pop faction set_leader = <key> country fleet army pop_faction
add_skill Adds to the scoped leader's skill level add_skill = 2 leader
set_skill Sets the scoped leader's level set_skill = 3 leader
every_neighbor_system Iterate through all a system's neighboring systems by hyperlane – executes the enclosed effects on all of them for which the limit triggers return true every_neighbor_system = { limit = { <triggers> } <effects> } galactic_object
random_neighbor_system Iterate through all a system's neighboring systems by hyperlane – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_neighbor_system = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

galactic_object
set_federation_leader Sets a country to lead a federation set_federation_leader = <target> country federation
add_colony_progress Adds to ongoing colonization progress on the scoped planet add_colony_progress = <0.0-1.0> planet
start_colony Starts colonization of the scoped planet start_colony = {

owner = <target> species = <target / key> ethos = <random / target / { ethic = <key> ethic = <key> }> }

planet
subtract_variable Decrements a previously-set variable by a specific amount subtract_variable = { which = <string> value = <float>/<variable>/<scope.variable>/trigger:<trigger> } megastructure planet country ship pop fleet galactic_object leader army ambient_object species pop_faction war federation starbase deposit sector archaeological_site first_contact spy_network espionage_operation espionage_asset
multiply_variable Multiplies a previously-set variable by a specific amount multiply_variable = { which = <string> value = <float>/<variable>/<scope.variable>/trigger:<trigger> } megastructure planet country ship pop fleet galactic_object leader army ambient_object species pop_faction war federation starbase deposit sector archaeological_site first_contact spy_network espionage_operation espionage_asset
divide_variable Divides a previously-set variable by a specific amount divide_variable = { which = <string> value = <float>/<variable>/<scope.variable>/trigger:<trigger> } megastructure planet country ship pop fleet galactic_object leader army ambient_object species pop_faction war federation starbase deposit sector archaeological_site first_contact spy_network espionage_operation espionage_asset
modulo_variable Modulos a previously-set variable by a specific amount i.e. X % Y modulo_variable = { which = <string> value = <float>/<variable>/<scope.variable>/trigger:<trigger> } megastructure planet country ship pop fleet galactic_object leader army ambient_object species pop_faction war federation starbase deposit sector archaeological_site first_contact spy_network espionage_operation espionage_asset
round_variable_to_closest Rounds a previously-set variable to the closest X round_variable_to_closest = {

which = <string> value = <float>/<variable>/<scope.variable>/trigger:<trigger> (variable will be rounded to a multiple of this value) }

megastructure planet country ship pop fleet galactic_object leader army ambient_object species pop_faction war federation starbase deposit sector archaeological_site first_contact spy_network espionage_operation espionage_asset
play_sound Play the defined sound effect play_sound = myfirstsoundeffect all
set_crisis_sound Sets the crisis ambient loop to the current effect set_crisis_sound = myfirstsoundeffect all
stop_crisis_sound Stops the crisis ambient loop stop_crisis_sound = yes all
force_add_civic Adds civic to a government without checking the restrictions force_add_civic = <civic> country
force_remove_civic Removes civic from a government without checking the restrictions force_remove_civic = <civic> country
set_origin Sets the country's origin to a certain value. Note: This will not run effects executed during galaxy generation. set_origin = <origin> country
set_is_female Sets the gender of the scoped leader set_is_female = true leader
reroll_random Rerolls the random seed. Use if you want to have a second random_list return a different result. Do not use in tooltips that show random results, because the tooltip will be wrong! reroll_random = yes all
create_fleet_from_naval_cap Creates a new fleet from empire designs up to specified fraction of naval cap create_fleet_from_naval_cap = 0.5

create_fleet_from_naval_cap = { fraction = 0.5 ship_owner_type = <country/federation/galactic_community>

country
remove_opinion_modifier Removes a specific opinion modifier towards target country or any contry from the scoped country remove_opinion_modifier = { modifier = <key> who = <target (optional)> } country
set_war_goal Sets a war goal to the scoped rebel country/war set_war_goal = { type = <key> target = <target> enemy = <target> } country war
change_country_flag Changes the scoped country's flag change_country_flag = random

change_country_flag = { icon = { category = <key> file = <filename> } background = { category = <key> file = <filename> } colors = { <key> <key> } }

country
add_threat Adds diplomatic threat from target country add_threat = { who = <country> amount = 4/variable } planet country galactic_object
set_mission Sets the current mission of an observation station set_mission = passive_observation fleet
change_dominant_species Changes the dominant species of the current Country, change_all also changes all usage of that species (Pops etc) in the empire change_dominant_species = { species = target change_all = yes } country
end_rivalry Force-end rivalry with target country end_rivalry = <target> country
set_truce Force a truce with target country of a specified type, or a war set_truce = { target = <country/war> type = war/liberation/alliance/guarantee/none } country
end_truce Force-end truce with target country end_truce = <target> country
set_species_flag Sets an arbitrarily-named flag on the scoped species set_species_flag = <key> (note: one can use <key>@scope e.g. my_flag@from to track relationships between objects) species
set_timed_species_flag Sets an arbitrarily-named flag on the scoped species for a set duration set_timed_species_flag = {

flag = <key> (note: one can use <key>@scope e.g. my_flag@from to track relationships between objects) days/months/years = <int>/<variable> }

species
remove_species_flag Removes a flag from the scoped species remove_species_flag = <key> (note: one can use <key>@scope e.g. my_flag@from to track relationships between objects) species
auto_move_to_planet Makes a fleet or ship auto-move to target planet auto_move_to_planet = { target = <planet> clear_auto_move_on_arrival = yes } ship fleet
remove_auto_move_target Makes a fleet or ship stop auto-moving remove_auto_move_target = yes ship fleet
auto_follow_fleet Makes a fleet or ship auto-move to target fleet and potentially attack it auto_follow_fleet = { target = <fleet> attack_fleet = yes } ship fleet
set_closed_borders Changes closed borders status between two countries set_closed_borders = {

who = target status = yes/no forced = <int>/<variable> (number of years) }

country
every_war_participant Iterate through all war participants – executes the enclosed effects on all of them for which the limit triggers return true every_war_participant = { limit = { <triggers> } <effects> } war
repair_percentage Restores a certain percentage of hull points to the scoped ship repair_percentage = yes ship fleet
endgame_telemetry Send endgame telemetry event all
set_deposit Replaces resource deposit on the scoped planet set_deposit = <key/random> planet
randomize_flag_symbol Randomizes a country's flag symbol within the selected category randomize_flag_symbol = pirate country
add_claims Adds claims on target system add_claims = { who = <country> num_of_claims = x show_notification = no } galactic_object
remove_claims Removes claims on target system remove_claims = { who = <country> num_of_claims = x } galactic_object
create_military_fleet Creates a military fleet with the designs of a specified country. create_military_fleet = { owner = <target> scaled_size = 1.0 effect = { } } all
guarantee_country Makes a country guarantee another country guarantee_country = <target>

guarantee_country = { target = <target> free_guarantee_days = 30

country
every_owned_fleet Iterate through each fleet owned by the country – executes the enclosed effects on all of them for which the limit triggers return true every_owned_fleet = { limit = { <triggers> } <effects> } country
every_subject Iterate through all subjects of the scoped country – executes the enclosed effects on all of them for which the limit triggers return true every_subject = { limit = { <triggers> } <effects> } country
random_subject Iterate through all subjects of the scoped country – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_subject = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

country
set_species_homeworld Defines a homeworld for the current species. set_species_homeworld = <target planet> species
clear_resources Clears resources of a country clear_resources = yes country
reset_planet Rebuild modifiers and resource deposits on target planet reset_planet = yes planet
reroll_planet Rebuild modifiers and resource deposits on target planet reroll_planet = yes planet
reroll_planet_modifiers Rebuild modifiers on target planet reroll_planet_modifiers = yes planet
reroll_deposits Rebuild resource deposits on target planet reroll_deposits = yes planet
delete_fleet Deletes the target fleet (no death graphics) delete_fleet = <target>

delete_fleet = { target=<target> kill_leader=<yes/no> #default yes destroy_template=<yes/no> #default no }

all
add_trust Adds trust on scope country towards target country add_trust = { amount = <amount>/<variable> who = <target> } country
add_tradition Adds the specified tradition to the scoped country. add_tradition = <tradition_key> country
join_war Joins wars on the side of target country join_war = <target> country
add_global_ship_design Adds a specific global design to the game add_global_ship_design = <target> all
set_timed_leader_flag Sets an arbitrarily-named flag on the scoped leader for a set duration set_timed_leader_flag = {

flag = <key> (note: one can use <key>@scope e.g. my_flag@from to track relationships between objects) days/months/years = <int>/<variable> }

leader
set_species_identity Sets the current species scopes identity to match the target scopes making them evaluate as the same species in is_same_species trigger. set_species_identity = new/<target species> species
pop_force_add_ethic Adds a specific ethic to the scoped pop regardless if pop-species allows ethic divergence or not. pop_force_add_ethic = <key> pop
set_empire_name Sets the name of the current Empire. set_empire_name = "name" country
set_empire_flag Sets the flag of the current Empire. set_empire_flag = <flag> country
set_planet_name Sets the name of the current planet. set_planet_name = "name" planet
set_fleet_formation Sets a custom fleet formation on a fleet. set_fleet_formation = { position = { x = 1 y = 1 } position = { x = 2 y = 1 } } fleet
create_message Creates a message, can take multiple variables create_message = { type = BYPASS_EXPLORED localization = BYPASS_EXPLORED_MESSAGE days = 30 target = root variable = { type = name localization = SYSTEM1 scope = from } variable = { type = name localization = SYSTEM2 scope = fromfrom } } all
set_halted Sets the mega structure upgrade to halted status for n days. -1 days = indefinitely set_halted = nDays megastructure
upgrade_megastructure_to Starts an upgrade process on a mega structure. upgrade_megastructure_to = <new_type> megastructure
set_planet_entity Change entity of a planet. Example:

set_planet_entity = { entity = <name of entity> graphical_culture = <target or name of culture> picture = <picture override> atmosphere_color = <color from 3 components> atmosphere_intensity = <0.0 – 1.0> atmosphere_width = <0.0 – 1.0> }

planet
remove_planet Removes the planet from the scope remove_planet = yes planet
set_megastructure_flag Sets an arbitrarily-named flag on the scoped mega structure set_megastructure_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects) megastructure
set_timed_megastructure_flag Sets an arbitrarily-named flag on the scoped mega structure for a set duration set_timed_megastructure_flag = {

flag = <key> (note: one can use <key>@scope e.g. my_flag@from to track relationships between objects) days/months/years = <int>/<variable> }

megastructure
remove_megastructure_flag Removes a flag from the scoped mega structure remove_megastructure_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects) megastructure
destroy_ship Destroys the target ship (with death graphics) destroy_ship = <target> all
delete_ship Deletes the target ship (no death graphics) delete_ship = <target> all
change_species Changes the species of the scoped object change_species = <target> country ship pop leader army
change_leader_portrait Changes the portrait of the leader in scope. change_leader_portrait = <key or species event target> leader
resettle_pop Instantly resettles pop resettle_pop = { pop = <target pop> planet = <target planet> tile = <target tile> } all
set_citizenship_type Set citizenship type for scoped species/pop/leader set_citizenship_type = { country = <target> type = citizenship_full cooldown = yes } pop leader species
set_military_service_type Set military service type for scoped species/pop/leader set_military_service_type = { country = <target> type = military_service_full cooldown = yes } pop leader species
set_purge_type Set purge type for scoped species/pop/leader set_purge_type = { country = <target> type = purge_full cooldown = yes } pop leader species
set_slavery_type Set slavery type for scoped species/pop/leader set_slavery_type = { country = <target> type = slavery_livestock cooldown = yes } pop leader species
set_population_controls Set population control for scoped species/pop/leader set_population_controls = { country = <target> type = yes/no cooldown = yes } pop leader species
set_migration_controls Set migration control for scoped species/pop/leader set_migration_controls = { country = <target> type = yes/no cooldown = yes } pop leader species
set_colonization_controls Set colonization control for scoped species/pop/leader set_colonization_controls = { country = <target> type = yes/no cooldown = yes } pop leader species
set_living_standard Set living standard for scoped species/pop/leader set_living_standard = { country = <target> type = living_standard_good cooldown = yes } pop leader species
shift_ethic Shifts an empire towards a specific ethic, adjusting afterwards to keep number of ethics points consistent shift_ethic = <key> country
pop_change_ethic Changes scoped pop to chosen ethic pop_change_ethic = <key> pop
clear_ethos Clears all ethics of specified pop or country clear_ethos = yes country pop
clear_planet_modifiers Clear modifiers on target planet clear_planet_modifiers = yes planet
remove_all_armies Removes all armies on scoped planet remove_all_armies = yes planet
mutate_species Randomly mutate a species. mutate_species = yes species
rename_species rename_species = { use one of the following:

name = "an entry within the species name database" name = random name_list = "key" }

species
reset_years_of_peace Resets years of peace for a country. reset_years_of_peace = yes country
add_ruler_trait Adds a specific ruler trait to the scoped leader, even if they are not currently ruler; it becomes active when they become ruler add_ruler_trait = <trait> leader
remove_ruler_trait Removes a specific ruler trait from the scoped leader, even if they are not currently ruler; this is relevant if they ever become ruler remove_ruler_trait = <trait> leader
add_notification_modifier Add a notification modifier to the country add_notification_modifier = <key> country
remove_notification_modifier Remove a notification modifier to the country remove_notification_modifier = <key> country
set_city_graphical_culture Sets the scoped country's city graphical culture set_city_graphical_culture = <key> country
set_player Assign the player of the target country to play the scoped country instead event_target:new_country = { set_player = event_target:old_country } country
change_species_characteristics Changes the characteristics of a species change_species_characteristics = {

sapient = <Y/N, determines if species is pre-sapient> immortal = <Y/N, determines if species leaders are immortal> pops_can_be_colonizers = <Y/N, determines if pops of that species can colonize> pops_can_migrate = <Y/N, determines if pops of that species can migrate> pops_can_reproduce = <Y/N, determines if pops of that species can reproduce> pops_can_join_factions = <Y/N, determines if pops of that species can join factions> can_generate_leaders = <Y/N, determines if that species can generate leaders> pops_can_be_slaves = <Y/N, determines if pops from that species can become slaves> pops_have_happiness = <Y/N, determines if pops from that species have happiness> can_be_modified = <Y/N, determines if the species can be modified> pops_auto_growth = <1, speed at which the pops from that species grow automatically pop_maintenance = <1, amount of energy each pop of that species consume monthly new_pop_resource_requirement = { type = food_surplus value = 42 } add_trait = <key> # optional, can specify multiple remove_trait = <key> # optional, can specify multiple add_traits_at_start_of_list = yes # optional, pushes out other traits if needed portrait = <key/species/leader event target, limits > gender = <any/male/female/leader event target, limits species to this gender or removes limit if 'any'> can_change_leader = <Y/N, apply portrait and gender (randomizes new name) changes to existing leaders>

species
copy_techs_from Copies all techs from the target country to the scoped country, except for some exceptions listed. Tech weights (and weight modifiers) are honoured, meaning that techs a country should not have will not be copied. copy_techs_from = {

target = country except = { tech_1 tech_2 } }

country
create_bypass Creates a bypass in the parent SpatialObject (stored in FromFrom), of the type passed in "type". create_bypass = { owner = <target> type = <bypass type> effect = { <effects> } } megastructure
activate_gateway Activates the gateway associated with a megastructure. activate_gateway = <target> all
spawn_natural_wormhole Spawns a new natural wormhole in the scoped system. spawn_natural_wormhole = { bypass_type = <wormhole/sealed_wormhole> orbit_distance = 100 orbit_angle = 90 random_pos = yes/no } galactic_object
link_wormholes Link the wormhole from the scoped system to the wormhole in the target system. link_wormholes = from galactic_object
create_starbase Creates a starbase in orbit of the star of the scoped galactic object create_starbase = {

owner = <target> size = <ship_size> module = <starbase_module> building = <starbase_building> effect = { … } }

galactic_object
set_starbase_size Sets the ship size of a starbase set_starbase_size = <ship_size> starbase
set_starbase_module Sets a module in a slot on a starbase set_starbase_module = { slot = <int> module = <starbase_module> } starbase
set_starbase_building Sets a building in a slot on a starbase set_starbase_building = { slot = <int> building = <starbase_building> } starbase
remove_starbase_module Removes a module from a certain slot or all slots on a starbase remove_starbase_module = { slot = <int> (optional, default = all) module = <starbase_module> (optional) } starbase
remove_starbase_building Remove a building from a certain slot or all slots on a starbase remove_starbase_building = { slot = <int> (optional, default = all) building = <starbase_building> (optional) } starbase
add_casus_belli Adds a Casus Belli to the scoped country against the target country. add_casus_belli = { type = cb_subjugation who = <country> days = 10/variable } country
get_galaxy_setup_value Copies a value from the galaxy setup into a variable, optionally scaling it by an int value get_galaxy_setup_value = { which = <string> setting = <string> [ scale_by = <float> ] }

possible values: num_empires, num_advanced_empires, num_fallen_empires, num_marauder_empires, mid_game_year, end_game_year, victory_year, num_guaranteed_colonies, num_gateways, num_wormhole_pairs, num_hyperlanes, habitable_worlds_scale, primitive_worlds_scale, crisis_strength_scale, tech_costs_scale

all
finish_upgrade Finish the current upgrade of a Mega Structure. finish_upgrade = yes megastructure
effect_on_blob Executes an effect on systems with planets owned by the scoped country, starting at an origin, and until a certain percentage of owned planets matching the planet_limit has been covered. effect_on_blob = {

center = <system target> owned_planets_percentage = 1.0/variable planet_limit = { <planet triggers> } effect = { <system effects> } }

country
add_seen_bypass_type Makes the scoped country remember that it has encountered the bypass type add_seen_bypass_type = bypass_type country
add_seen_bypass Makes the scoped country remember that it has encountered the bypass add_seen_bypass = FROM country
set_fleet_bombardment_stance Sets the bombardment stance of the scoped fleet set_fleet_bombardment_stance = selective fleet
check_casus_belli_valid Re-evaluate the specified casus belli type with given target country check_casus_belli_valid = {

target = none/<optional country target> type = <optional casus belli type> }

country
copy_ethos_and_authority Makes the scoped country copy the ethos and government authority of the target country. copy_ethos_and_authority = FROM country
clone_leader Clones the last created leader for the scoped country clone_leader = {

target = <event target> #properties to override, see create_leader effect = { … } }

country
set_home_base Set the home base of the scoped fleet to the specified starbase set_home_base = event_target:cool_starbase fleet
add_hyperlane Adds a hyperlane between two systems add_hyperlane = { from = <system> to = <system> } all
remove_hyperlane Removes existing hyperlane between two systems remove_hyperlane = { from = <system> to = <system> } all
else_if Executes enclosed effects if limit criteria of preceding 'if' or 'else_if' is not met, and its own limit is met if = { limit = { <triggers> } <effects> }

else_if = { limit = { <triggers> } <effects> }

all
create_saved_leader Creates a new saved leader for the scoped country with a lookup key create_saved_leader = {

key = <string> creator = <target> name = <random / string> species = <target / key> gender = <optional / gender> #defalut = random type = <random / key> skill = <random / int> set_age = <int>

traits = { trait = <key> trait = <key> }

}

country
remove_saved_leader Removes a saved leader for the scoped country with a lookup key remove_saved_leader = <string> country
activate_saved_leader Moves a saved leader to the active for the scoped country with a lookup key activate_saved_leader = {

key = <string> add_to_owned=<yes/no> #default yes effect = {…} }

country
add_relic Adds the specified relic to the scoped country. add_relic = <relic_key> country
remove_relic Removes the specified relic from the scoped country. remove_relic = <relic_key> country
delete_megastructure Deletes the target mega structure (no death graphics) delete_megastructure = <target> all
add_random_research_option Adds s random tech research option to the scoped country's tech view list, permanent until researched. if none applicable it runs fail_effects add_random_research_option = {

category = <string> area = <key> tier = <int> add_progress = <num>/<variable> ignore_prereqs = <yes/no> #default no ignore_rare = <yes/no> #default yes fail_effects = {} }

country
copy_random_tech_from Adds a random tech from the target country within the given category and tech area constraints. The country must be able to research said tech (weight > 0, fulfils potential trigger) copy_random_tech_from = {

who = <country> category = computing (optional) area = physics (optional) progress = 0.5/variable (optional: this makes it grant the tech option rather than the whole tech) }

country
add_asteroid_belt Adds an asteroid belt at the distance in the scope. Example:

add_asteroid_belt = { radius=<desired radius> type=<asteroid belt type key> }

galactic_object
set_asteroid_belt Sets an asteroid belt at the distance in the scope. Example:

set_asteroid_belt = { radius=<desired radius> type=<asteroid belt type key> }

galactic_object
fleet_action_research_special_project Sends a fleet to research a special project fleet_action_research_special_project = { special_project = test_project target = event_target:project_planet } fleet
remove_last_built_district Removes last built district from the scoped planet remove_last_built_district = yes planet
remove_all_districts Removes all districts from the scoped planet remove_all_districts = yes planet
remove_district Removes a specific district from the scoped planet remove_district = <key> planet
add_district Begins construction of a specific district on the scoped planet add_district = <key> planet
enable_on_market Enables a resource on the Galactic Market enable_on_market = <resource_key> all
enable_galactic_market Enables the galactic market. enable_galactic_market = <yes/no> country
add_timed_trait Adds a specific trait to the scoped leader for a specific duration add_timed_trait = { trait = <trait> days/months/years = <value>/<variable> } leader
create_archaeological_site Creates a archaeological site associated with the scope object create_archaeological_site = <site type> megastructure planet ship fleet galactic_object ambient_object starbase
destroy_archaeological_site Destroys a archaeological site in right hand site event target destroy_archaeological_site = <event target> all
add_stage_clues Adds clues to the current stage of an archaeological or first contact site add_stage_clues = <int> archaeological_site first_contact
add_expedition_log_entry Adds clues to the current stage of a archaeological site add_stage_clues = <int> archaeological_site
reset_current_stage Resets the current stage reset_current_stage = yes/no

yes = also randomize new difficulty if stage allows that. no = does not change difficulty

archaeological_site
finish_current_stage Finish the current stage finish_current_stage = yes/no/<country>

yes = trigger stage completed for each stage and current excavator. no = do not trigger any stage completed country = use this country instead of excavator, no stage complete will be triggered.

archaeological_site
finish_site Finish the whole archaeological site finish_site = yes/no/<country>

yes = trigger stage completed for each stage and current excavator. no = do not trigger any stage completed country = use this country instead of excavator, no stage complete will be triggered.

archaeological_site
set_site_progress_locked Locks or unlocks the progress of a site set_site_progress_locked = yes/no archaeological_site first_contact
custom_tooltip_with_params Displays a specific localization string with parameters in tooltip custom_tooltip_with_params = {

description = <loc key> description_parameters = { <value key> = <string/int/num/bool> } }

all
set_federation_law Sets the given law for the scoped federation set_federation_law = <federation law> federation
add_to_galactic_community Tries to add the scoped country to the Galactic Community add_to_galactic_community = yes/no country
add_to_galactic_community_no_message Tries to add the scoped country to the Galactic Community without producing member joining notifications. add_to_galactic_community_no_message = yes/no country
remove_from_galactic_community Tries to remove the scoped country from the Galactic Community remove_from_galactic_community = yes/no country
add_to_galactic_council Tries to add the scoped country to the Galactic Council add_to_galactic_council = yes/no country
remove_from_galactic_council Tries to remove the scoped country from the Galactic Council remove_from_galactic_council = yes/no country
steal_relic Steal all/a random/a specific relic from a target country steal_relic = { target = <Target Country> relic = <relic_name/all/random> country
country_list_tooltip Prints a list of the countries that match the limit triggers in a tooltip, each separated by a line break. country_list_tooltip = { limit = { <triggers> } } all
owned_planet_list_tooltip Prints a list of the country's planets that match the limit triggers in a tooltip, each separated by a line break. owned_planet_list_tooltip = { limit = { <triggers> } } country
owned_pop_faction_list_tooltip Prints a list of the country's pop factions that match the limit triggers in a tooltip, each separated by a line break. owned_pop_faction_list_tooltip = { limit = { <triggers> } } country
owned_leader_list_tooltip Prints a list of the country's leaders that match the limit triggers in a tooltip, each separated by a line break. owned_leader_list_tooltip = { limit = { <triggers> } } country
owned_fleet_list_tooltip Prints a list of the country's fleets that match the limit triggers in a tooltip, each separated by a line break. owned_fleet_list_tooltip = { limit = { <triggers> } divider_tooltip = localisation } country
set_cooldown Locks the leader in its current role for the next X days. set_cooldown = int leader
add_federation_experience Adds experience to the scoped federation add_federation_experience = <federation experience> federation
set_federation_type Sets federation type to the scoped federation set_federation_type = <federation type> federation
set_federation_succession_type Sets federation succession type to the scoped federation Please don't use outside law on_enact, functional effect! Use set_federation_law and has_federation_law instead.

set_federation_succession_type = <federation succession type> Federation succession types: strongest/diplomatic_weight/rotation/challenge/random

federation
set_federation_succession_term Sets federation succession term to the scoped federation Please don't use outside law on_enact, functional effect! Use set_federation_law and has_federation_law instead.

set_federation_succession_type = <federation succession term> Federation succession terms: status_change/years_10/years_20/years_30/years_40

federation
set_only_leader_builds_fleets Sets exclusive right to build fleets by federation leader Please don't use outside law on_enact, functional effect! Use set_federation_law and has_federation_law instead.

set_only_leader_builds_fleets = <yes/no>

federation
set_allow_subjects_to_join Sets right for subjects to join federations Please don't use outside law on_enact, functional effect! Use set_federation_law and has_federation_law instead.

set_allow_subjects_to_join = <yes/no>

federation
set_equal_voting_power Sets different voting weight Please don't use outside law on_enact, functional effect! Use set_federation_law and has_federation_law instead.

set_equal_voting_power = <yes/no>

federation
set_diplomacy_action_setting Sets diplomatic action custom setting Please don't use outside law on_enact, functional effect! Use set_federation_law and has_federation_law instead.

set_diplomacy_action_setting = { action = <action_key> settings = { tvote_type = default } }

federation
set_free_migration Sets unified migration flag for federation Please don't use outside law on_enact, functional effect! Use set_federation_law and has_federation_law instead.

set_free_migration = <yes/no>

federation
set_federation_settings Sets diplomatic action custom setting Please don't use outside law on_enact, functional effect! Use set_federation_law and has_federation_law instead.

set_federation_settings = { <setting> = <value> … }

federation
add_associate_member Add specified country as an associate member add_associate_member = { who = <target> override_requirements = yes/no } federation
remove_associate_member Removes a specific associate member from the federation remove_associate_member = { who = <country> override_requirements = yes/no } federation
add_cohesion Add cohesion to the federation add_cohesion = <value> federation
set_council_size Sets the number of seats on the Galactic Council set_council_size = <int> all
increase_council_size Increases the number of seats on the Galactic Council by 1 increase_council_size = yes/no all
decrease_council_size Decreases the number of seats on the Galactic Council by 1 decrease_council_size = yes/no all
set_council_veto Sets whether council members can veto resolutions or not set_council_veto = yes/no all
set_council_emergency_measures Sets whether council members can propose emergency measures or not set_council_emergency_measures = yes/no all
add_permanent_councillor Gives provided country a permanent position on the Galactic Council add_permanent_councillor = yes/no country
remove_permanent_councillor Remove the provided country from their permanent council position remove_permanent_councillor = yes/no country
set_sector_capital Sets the scoped planet to be the capital of the sector it is part of. If used in the capital sector, it will shift the empire capital. Warning: Experimental, may have unintended consequences. set_sector_capital = yes planet
set_sector_focus Sets the sector's focus set_sector_focus = <sector focus> sector
set_colony_type Sets the colony's designation type set_colony_type = <colony type> planet
set_male_ruler_title Sets the country's male ruler title to a custom value set_male_ruler_title = "Grand Executioner" country
set_female_ruler_title Sets the country's female ruler title to a custom value set_female_ruler_title = "Grand Executionerress" country
set_male_heir_title Sets the country's male heir title to a custom value set_male_heir_title = "Little Executioner" country
set_female_heir_title Sets the country's female heir title to a custom value set_female_heir_title = "Little Executioneress" country
clear_custom_ruler_and_heir_titles Clears all custom ruler and heir titles from the country, resetting them to default values clear_custom_ruler_and_heir_titles = yes country
complete_special_project Completes a specific special project for the country, firing the on complete effects complete_special_project = { type = <project key> location = <target> } country
set_government_cooldown Locks the country's government for a given period of days, the default cooldown, or unlocks it. set_government_cooldown = 500/default/no country
change_colony_foundation_date Changes the colony foundation date (affecting on_colony_X_years pulses) by a specific number of days. Use with care, you can probably break things with this! change_colony_foundation_date = <+/- int> planet
log_error Prints a message to error.log for debugging purposes. all
add_intel Adds the defined amount of intel toward the target empire add_intel = { amount = <float>/<variable> who = <target> } country
fire_on_action Fires a made-up on_action. fire_on_action = { on_action = <string> scopes = { from = X fromfrom = Y } } all
set_first_contact_stage Sets the given stage for the scoped first contact set_first_contact_stage = <stage name> first_contact
finish_current_operation_stage Finish the current operation phase finish_current_operation_stage = yes/no

yes = trigger stage completed for each stage and current excavator. no = do not trigger any stage completed

espionage_operation
set_mia Sets the current fleet to go missing in action and return home. set_mia = yes fleet
create_espionage_asset Creates espionage asset within a given spy network create_espionage_asset = {

type = <espionage asset type> effect = { <effects executed on asset> } }

spy_network
destroy_espionage_asset Destroys espionage asset within a given spy network/operation destroy_espionage_asset = <esspionage asset type> spy_network espionage_operation
set_espionage_operation_progress_locked Locks or unlocks the progress of an espionage operation set_espionage_operation_progress_locked = yes/no espionage_operation
unassign_espionage_asset Unassignes espionage asset from the scope operation to owning spy network unassign_espionage_asset = <esspionage asset type> espionage_operation
assign_espionage_asset Assigns espionage asset to the scope operation from owning spy network assign_espionage_asset = <esspionage asset type> espionage_operation
set_espionage_operation_flag Sets an arbitrarily-named flag on the scoped espionage operation set_espionage_operation_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects) espionage_operation
remove_espionage_operation_flag Removes a flag from the scoped espionage operation remove_espionage_operation_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects) espionage_operation
complete_crisis_objective Gives the player the reward for the specified crisis objective complete_crisis_objective = <objective> country
espionage_operation_event Fires a espionage event event for the scoped object, with optional DAYS and RANDOM delay espionage_operation_event = {

id = <id> days = x (optional: specify delay) random = y (optional: specify random delay from 0 to value, which is added on to the 'days' delay) scopes = { from = fromfrom } (optional: specify scope overrides) }

espionage_operation
join_war_on_side Joins the war on the specified side. join_war_on_side = { war = <target> side = attackers/defenders/<country> } country
dissolve_federation Dissolved the current federation dissolve_federation = yes federation
remove_random_starbase_building Remove a number of random building (s) matching/not matching a type from the starbase remove_random_starbase_building = {

type = <starbase building> ( optional. default: all ) count = <int> (optional. default: 1 ) }

starbase
remove_random_starbase_module Remove a number of random module (s) matching/not matching a type from the starbase remove_random_starbase_module = {

type = <starbase module> ( optional. default: all ) count = <int> (optional. default: 1 ) }

starbase
set_timed_espionage_operation_flag Sets an arbitrarily-named flag on the scoped espionage operation for a set duration set_timed_espionage_operation_flag = {

flag = <key> (note: one can use <key>@scope e.g. my_flag@from to track relationships between objects) days/months/years = <int>/<variable> }

espionage_operation
destroy_espionage_operation Destroys a espionage operation site in right hand site event target destroy_espionage_operation = <event target> all
add_espionage_information Adds information to the current stage of an espionage operation add_espionage_information = <value> espionage_operation
add_victory_score Adds victory score to a country add_victory_score = { source=<loc_key> score=<value>/<variable> } country
store_galactic_community_leader_backup_data Stores a copy of the specified data of the Galactic Custodian/Emperor. The values default to 'no'. store_galactic_community_leader_backup_data = {

flag = <yes/no> room = <yes/no> name = <yes/no ethics = <yes/no> government = <yes/no> }

all
restore_galactic_community_leader_backup_data Retores backed up data to the Galactic Custodian/Emperor restore_galactic_community_leader_backup_data = <yes/no> all
activate_crisis_progression Activates crisis progression for the country activate_crisis_progression = yes country
room_name_override Sets the room background of the empire. Provide an empty string to remove the override. room_name_override = <room_name> country
set_ai_personality Sets the AI personality of a country to a new one set_ai_personality=<personality> country
add_custodian_term_days Increase the current Custodian term time add_custodian_term_days = <days> all
set_custodian_term_days Set the current Custodian term time. -1 will make the Custodianship permanent. set_custodian_term_days = <days> all
pass_targeted_resolution Immediately passes the first found (oldest) proposed/voting for/failed resolution OR a new resolution of this type that has the specified target. Ignores whether the target is valid or not. pass_targeted_resolution = { resolution = <resolution type> target = <target> country
set_update_modifiers_batch Disables modifier system to do full updates between Begin and End. On end it will trigger a full update of any dirty modifiers.

Begin: set_update_modifiers_batch = begin End: set_update_modifiers_batch = end

all
validate_planet_buildings_and_districts Checks whether the planets and districts on the planet are valid (their potential triggers are fulfilled), removes or replaces them if not. validate_planet_buildings_and_districts = yes planet
country_event Fires a country event for the scoped country, with optional DAYS and RANDOM delay country_event = {

id = <id> days = x (optional: specify delay) random = y (optional: specify random delay, capped at value) scopes = { from = fromfrom } (optional: specify scope overrides) }

country
planet_event Fires a planet event for the scoped planet, with optional DAYS and RANDOM delay planet_event = {

id = <id> days = x (optional: specify delay) random = y (optional: specify random delay, capped at value) scopes = { from = fromfrom } (optional: specify scope overrides) }

planet
random All enclosed effects may or may not be executed depending on set chance random = { chance = 50 <effects> } all
create_ship_design Creates a new ship design for use with last_created_design target create_ship_design = { design = <key> ftl = <target, optional, sets FTL drive to target country's> } all
change_government Change the scoped country's government authority and/or civics change_government = random

or change_government = { authority = random / <key> civics = random / { civic = <key> civic = random } cooldown = no (default: yes) remove_invalid_civics = yes (default: no) }

country
ship_event Fires a ship event for the scoped ship, with optional DAYS and RANDOM delay ship_event = {

id = <id> days = x (optional: specify delay) random = y (optional: specify random delay from 0 to value, which is added on to the 'days' delay) scopes = { from = fromfrom } (optional: specify scope overrides) }

ship
pop_event Fires a pop event for the scoped pop, with optional DAYS and RANDOM delay pop_event = {

id = <id> days = x (optional: specify delay) random = y (optional: specify random delay from 0 to value, which is added on to the 'days' delay) scopes = { from = fromfrom } (optional: specify scope overrides) }

pop
enable_special_project Enables a specific special research project for target country at a specific location (should be same as the current scope where possible) enable_special_project = { name = <project key> owner = <target, default = root> location = <target, ideally THIS (that is default)> } all
add_resource Adds specific resource to the stockpile for the country scope: add_resource = {

<resource_name_1> = <value_1> <resource_name_2> = <value_2> … mult = <variable> (optional: multiplies all gained resources by a variable) }

country
fleet_event Fires a fleet event for the scoped fleet, with optional DAYS and RANDOM delay fleet_event = {

id = <id> days = x (optional: specify delay) random = y (optional: specify random delay from 0 to value, which is added on to the 'days' delay) scopes = { from = fromfrom } (optional: specify scope overrides) }

fleet
random_planet_within_border Iterate through each planet within the current empire's borders – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_planet_within_border = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

country
pop_remove_ethic Removes a specific ethic from the scoped pop pop_remove_ethic = <key> pop
create_rebels Creates a rebellion create_rebels = {

name = <random / string> authority = <random / key> civics = random / { civic = <key> civic = random } species = <target> ethos = <random / { ethic = <key> ethic = <key> } }

planet
cancel_terraformation Cancels terraformation of the scoped planet cancel_terraformation = yes planet
set_primitive_age Sets a 'primitive age' for the scoped (primitive, pre-FTL) country set_primitive_age = renaissance_age country
while Repeats enclosed effects while limit criteria are met or until set iteration count is reached while = { limit = { <triggers> } <effects> }
while = { count = [3|Variable] <effects> }
all
clear_blocker Clears scoped deposit blocker and fires its on_cleared effect clear_blocker = yes deposit
every_system_in_cluster Executes enclosed effects on every system in the cluster that meet the limit criteria every_system_in_cluster = { limit = { <triggers> } <effects> } all
create_cluster Creates a cluster centered around the specified spatial object all
remove_army Removes the scoped army remove_army = yes army
prevent_anomaly Disables or enables anomaly generation for the scoped planet prevent_anomaly = yes planet
add_deposit Adds resource deposit to the scoped planet (note: if you add a blocker, it will add a random deposit that can be blocked by that deposit) add_deposit = <key/random> planet
clear_deposits Removes all deposits from the scoped planet clear_deposits = yes planet
set_country_type Changes the country type of the scoped country set_country_type = <key> country
set_age Sets the age of the scoped leader set_age = <int> leader
conquer Conquers the planet by setting its owner to target country and adding an unhappiness modifier conquer = <target country> planet
pop_faction_event Fires a pop faction event for the scoped pop faction, with optional DAYS and RANDOM delay pop_faction_event = {

id = <id> days = x (optional: specify delay) random = y (optional: specify random delay from 0 to value, which is added on to the 'days' delay) scopes = { from = fromfrom } (optional: specify scope overrides) }

pop_faction
set_pop_faction_flag Sets an arbitrarily-named flag on the scoped pop's faction/pop faction set_pop_faction_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects) pop pop_faction
remove_pop_faction_flag Removes a flag from the scoped pop's faction/pop faction remove_pop_faction_flag = <key> (note: one can use e.g. my_flag@from to track relationships between objects) pop pop_faction
set_timed_pop_faction_flag Sets an arbitrarily-named flag on the scoped pop faction for a set duration set_timed_pop_faction_flag = {

flag = <key> (note: one can use <key>@scope e.g. my_flag@from to track relationships between objects) days = <int> }

pop pop_faction
add_tech_progress Gives percentage progress (0.0-1.0) in a specific tech to the scoped country add_tech_progress = { tech = <key> progress = <float>/<variable> } country
abort_special_project Aborts a specific special project for the country, removing it from the situation log abort_special_project = { type = <project key> location = <target> } country
every_pop_faction Iterate through all the country's pop factions – executes the enclosed effects on all of them for which the limit triggers return true every_pop_faction = { limit = { <triggers> } <effects> } country
random_pop_faction Iterate through all the country's pop factions – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_pop_faction = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

country
observer_event Fires an observer event for all observers. all
set_custom_capital_location Sets a custom spatial object as custom country capital location. set_custom_capital_location = <target> country
spawn_planet Spawns a planet in a system. galactic_object
spawn_megastructure Spawns a mega structure in a system. spawn_megastructure = {

type = ring_world_ruined name = <string> owner = <target> planet = <planet/star target> coords_from = <target> (use this or 'planet' to set the location) graphical_culture = <target> orbit_distance = 50 orbit_angle = 50 }

galactic_object
remove_megastructure Removes a mega structure. remove_megastructure = <target mega structure> all
trigger_megastructure_icon if a planet has trigger_megastructure_icon = yes then the map icon for the star will show a megastructure icon planet
run_ai_strategic_data Recomputes ALL strategic data for AI = yes country
add_static_war_exhaustion Adds static war exhaustion, scaled with value_for_planet_destruction, to owner of the battle location add_static_war_exhaustion = {

attacker = <country> location = <planet> value_for_planet_destruction = <0.0-1.0>/<variable> #scales the amount of war exhaustion that is added }

country
set_planet_size Sets the planet size to a specified number set_planet_size = <int> planet
run_ai_strategic_war_data Recomputes strategic war ( attack / defense ) data for AI = yes country
expire_site_event Manually flags an archaeological event as expired expire_site_event = ancrel.7003 archaeological_site
pass_resolution Immediately passes the first found (oldest) proposed/voting for/failed resolution OR a new resolution of this type. pass_resolution = <resolution type> country
pass_resolution_no_cooldown Immediately passes the first found (oldest) proposed/voting for/failed resolution OR a new resolution of this type. Skips the cooldown on the relevant category. pass_resolution_no_cooldown = <resolution type> country
first_contact_event Fires a first contact event for the scoped first contact site, with optional DAYS and RANDOM delay first_contact_event = {

id = <id> days = x (optional: specify delay) random = y (optional: specify random delay from 0 to value, which is added on to the 'days' delay) scopes = { from = fromfrom } (optional: specify scope overrides) }

first_contact
finish_first_contact Ends the First Contact finish_first_contact = yes first_contact
set_galactic_custodian Sets whether or not the scoped country is the Galactic Custodian set_galactic_custodian = yes/no country
set_galactic_emperor Sets whether or not the scoped country is the Galactic Emperor set_galactic_emperor = yes/no country
add_imperial_authority Add imperial_authority add_imperial_authority = <value> all
add_stage_modifier Adds a specific modifier to the current espionage operation stage for a set duration or until stage is changed add_stage_modifier = { modifier = <key> days = <int, -1 means it never expires> } espionage_operation
remove_stage_modifier Removes a specific modifier from the espionage operation current stage remove_stage_modifier = <key> espionage_operation
add_intel_report Adds the intel level for the category selected. Default duration (0) is forever. add_intel_report = { category = <string> level = <int> days = <int> who = <target> } country
set_galactic_defense_force Sets whether the Galactic Defense force or Imperial Armada exists set_galactic_defense_force = yes/no all
clear_intel_report Removes all the intel reports related to the provided category. clear_intel_report = { category = <string> who = <target> } country
starbase_event Fires a starbase event for the scoped starbase starbase_event = {

id = <id> days = x (optional: specify delay) random = y (optional: specify random delay from 0 to value, which is added on to the 'days' delay) scopes = { from = fromfrom } (optional: specify scope overrides) }

starbase
system_event Fires a system event for the scoped system system_event = {

id = <id> days = x (optional: specify delay) random = y (optional: specify random delay from 0 to value, which is added on to the 'days' delay) scopes = { from = fromfrom } (optional: specify scope overrides) }

galactic_object
leader_event Fires a leader event for the scoped leader leader_event = {

id = <id> days = x (optional: specify delay) random = y (optional: specify random delay from 0 to value, which is added on to the 'days' delay) scopes = { from = fromfrom } (optional: specify scope overrides) }

leader
transfer_galactic_defense_force_fleets Moves all owned GDF fleets to the target. transfer_galactic_defense_force_fleets = <target> country
cancel_resolution Immediately cancels/removes the latest active/passed/proposed/voting for/failed resolution of this type cancel_resolution = <resolution type> country
add_spy_network_level Adds levels to the current Spy Network add_spy_network_level = <int> spy_network
every_system_planet Iterate through each planet in the current system – executes the enclosed effects on all of them for which the limit triggers return true every_system_planet = { limit = { <triggers> } <effects> } galactic_object
join_alliance Join federation with target join_alliance = { who = <target> override_requirements = yes/no } country
complete_tutorial_step Create and sends an telemetry event keeping track of the tutorial steps for the current game all
set_emperor_can_change_council_members Sets whether the Galactic Emperor can change Imperial Council members or not set_emperor_can_change_council_members = yes/no all
create_leader Creates a new leader for the scoped country create_leader = {

name = <random / string> species = <target / key> gender = <gender> #optional, default = random type = <random / key> skill = <random / int> set_age = <int> traits = { trait = <key> trait = <key> } }

country
set_disabled Enables or disables the scoped ship set_disabled = no ship
else Executes enclosed effects if limit criteria of preceding 'if' or 'else_if' is not met if = { limit = { <triggers> } <effects> }

else = { <effects> }

all
log Prints a message to game.log for debugging purposes. all
debug_break Trigger an assertion to stop the debugger when encountering this effect; argument is ignored debug_break = yes all
inverted_switch Executes the first appropriate effect set for a specific trigger treated as NOT. inverted_switch = {

trigger = <trigger> <corresponding key/bool/int> = { <effect> } <corresponding key/bool/int> > (less/greater than appear 'reversed') { <effect> } default = { <effect> } }

all
ordered_ambient_object Iterate through every ambient object in the game – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_ambient_object = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

all
ordered_system_ambient_object Iterate through every ambient object in the solar system – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_system_ambient_object = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

galactic_object
random_owned_army Iterate through each army that is owned by the country – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_owned_army = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

country
ordered_owned_army Iterate through each army that is owned by the country – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_owned_army = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

country
every_owned_army Iterate through each army that is owned by the country – executes the enclosed effects on all of them for which the limit triggers return true every_owned_army = { limit = { <triggers> } <effects> } country
random_planet_army Iterate through each army on the planet (not in ground combat) belonging to the planet owner – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_planet_army = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

planet
ordered_planet_army Iterate through each army on the planet (not in ground combat) belonging to the planet owner – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_planet_army = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

planet
every_planet_army Iterate through each army on the planet (not in ground combat) belonging to the planet owner – executes the enclosed effects on all of them for which the limit triggers return true every_planet_army = { limit = { <triggers> } <effects> } planet
random_ground_combat_defender Iterate through each army currently defending the planet in ground combat – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_ground_combat_defender = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

planet
ordered_ground_combat_defender Iterate through each army currently defending the planet in ground combat – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_ground_combat_defender = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

planet
every_ground_combat_defender Iterate through each army currently defending the planet in ground combat – executes the enclosed effects on all of them for which the limit triggers return true every_ground_combat_defender = { limit = { <triggers> } <effects> } planet
random_ground_combat_attacker Iterate through each army currently attacking the planet in ground combat – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_ground_combat_attacker = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

planet
ordered_ground_combat_attacker Iterate through each army currently attacking the planet in ground combat – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_ground_combat_attacker = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

planet
every_ground_combat_attacker Iterate through each army currently attacking the planet in ground combat – executes the enclosed effects on all of them for which the limit triggers return true every_ground_combat_attacker = { limit = { <triggers> } <effects> } planet
ordered_country Iterate through all countries – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_country = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

all
random_relation Iterate through all relations – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_relation = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

country
ordered_relation Iterate through all relations – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_relation = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

country
every_relation Iterate through all relations – executes the enclosed effects on all of them for which the limit triggers return true every_relation = { limit = { <triggers> } <effects> } country
random_neighbor_country Iterate through all neighbor countries – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_neighbor_country = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

country
ordered_neighbor_country Iterate through all neighbor countries – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_neighbor_country = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

country
every_neighbor_country Iterate through all neighbor countries – executes the enclosed effects on all of them for which the limit triggers return true every_neighbor_country = { limit = { <triggers> } <effects> } country
random_bordering_country Iterate through all bordering countries of a system – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_bordering_country = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

galactic_object
ordered_bordering_country Iterate through all bordering countries of a system – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_bordering_country = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

galactic_object
every_bordering_country Iterate through all bordering countries of a system – executes the enclosed effects on all of them for which the limit triggers return true every_bordering_country = { limit = { <triggers> } <effects> } galactic_object
random_rival_country Iterate through all countries rivalled by the scoped country – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_rival_country = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

country
ordered_rival_country Iterate through all countries rivalled by the scoped country – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_rival_country = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

country
every_rival_country Iterate through all countries rivalled by the scoped country – executes the enclosed effects on all of them for which the limit triggers return true every_rival_country = { limit = { <triggers> } <effects> } country
random_federation_ally Iterate through all countries in a federation with the scoped country – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_federation_ally = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

country
ordered_federation_ally Iterate through all countries in a federation with the scoped country – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_federation_ally = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

country
every_federation_ally Iterate through all countries in a federation with the scoped country – executes the enclosed effects on all of them for which the limit triggers return true every_federation_ally = { limit = { <triggers> } <effects> } country
ordered_playable_country Iterate through all playable countries – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_playable_country = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

all
ordered_subject Iterate through all subjects of the scoped country – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_subject = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

country
random_spynetwork Iterate through each spynetwork – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_spynetwork = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

country no_scope
ordered_spynetwork Iterate through each spynetwork – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_spynetwork = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

country no_scope
every_spynetwork Iterate through each spynetwork – executes the enclosed effects on all of them for which the limit triggers return true every_spynetwork = { limit = { <triggers> } <effects> } country no_scope
random_espionage_operation Iterate through each espionage operation – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_espionage_operation = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

country no_scope spy_network
ordered_espionage_operation Iterate through each espionage operation – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_espionage_operation = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

country no_scope spy_network
every_espionage_operation Iterate through each espionage operation – executes the enclosed effects on all of them for which the limit triggers return true every_espionage_operation = { limit = { <triggers> } <effects> } country no_scope spy_network
random_espionage_asset Iterate through each espionage asset – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_espionage_asset = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

no_scope spy_network espionage_operation
ordered_espionage_asset Iterate through each espionage asset – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_espionage_asset = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

no_scope spy_network espionage_operation
every_espionage_asset Iterate through each espionage asset – executes the enclosed effects on all of them for which the limit triggers return true every_espionage_asset = { limit = { <triggers> } <effects> } no_scope spy_network espionage_operation
random_federation Iterate through each federation – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_federation = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

all
ordered_federation Iterate through each federation – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_federation = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

all
every_federation Iterate through each federation – executes the enclosed effects on all of them for which the limit triggers return true every_federation = { limit = { <triggers> } <effects> } all
random_first_contact Iterate through each first contact (both active and complete) that this country is engaging in – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_first_contact = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

country
ordered_first_contact Iterate through each first contact (both active and complete) that this country is engaging in – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_first_contact = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

country
every_first_contact Iterate through each first contact (both active and complete) that this country is engaging in – executes the enclosed effects on all of them for which the limit triggers return true every_first_contact = { limit = { <triggers> } <effects> } country
random_active_first_contact Iterate through each active (non-completed) first contact that this country is engaging in – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_active_first_contact = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

country
ordered_active_first_contact Iterate through each active (non-completed) first contact that this country is engaging in – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_active_first_contact = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

country
every_active_first_contact Iterate through each active (non-completed) first contact that this country is engaging in – executes the enclosed effects on all of them for which the limit triggers return true every_active_first_contact = { limit = { <triggers> } <effects> } country
random_galaxy_fleet Iterate through each fleet in the entire game – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_galaxy_fleet = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

all
ordered_galaxy_fleet Iterate through each fleet in the entire game – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_galaxy_fleet = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

all
every_galaxy_fleet Iterate through each fleet in the entire game – executes the enclosed effects on all of them for which the limit triggers return true every_galaxy_fleet = { limit = { <triggers> } <effects> } all
random_combatant_fleet Iterate through each fleet this fleet is in combat with – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_combatant_fleet = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

fleet
ordered_combatant_fleet Iterate through each fleet this fleet is in combat with – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_combatant_fleet = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

fleet
every_combatant_fleet Iterate through each fleet this fleet is in combat with – executes the enclosed effects on all of them for which the limit triggers return true every_combatant_fleet = { limit = { <triggers> } <effects> } fleet
ordered_fleet_in_system Iterate through each fleet in the current system – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_fleet_in_system = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

galactic_object
ordered_owned_fleet Iterate through each fleet owned by the country – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_owned_fleet = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

country
random_fleet_in_orbit Iterate through each fleet orbiting the current planet/starbase/megastructure – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_fleet_in_orbit = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

megastructure planet starbase
ordered_fleet_in_orbit Iterate through each fleet orbiting the current planet/starbase/megastructure – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_fleet_in_orbit = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

megastructure planet starbase
every_fleet_in_orbit Iterate through each fleet orbiting the current planet/starbase/megastructure – executes the enclosed effects on all of them for which the limit triggers return true every_fleet_in_orbit = { limit = { <triggers> } <effects> } megastructure planet starbase
random_orbital_station Iterate through each orbital station owned by the current country or in the current system – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_orbital_station = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

country galactic_object
ordered_orbital_station Iterate through each orbital station owned by the current country or in the current system – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_orbital_station = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

country galactic_object
every_orbital_station Iterate through each orbital station owned by the current country or in the current system – executes the enclosed effects on all of them for which the limit triggers return true every_orbital_station = { limit = { <triggers> } <effects> } country galactic_object
random_galcom_member Iterate through each member of the galactic community – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_galcom_member = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

all
ordered_galcom_member Iterate through each member of the galactic community – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_galcom_member = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

all
every_galcom_member Iterate through each member of the galactic community – executes the enclosed effects on all of them for which the limit triggers return true every_galcom_member = { limit = { <triggers> } <effects> } all
random_council_member Iterate through each member of the galactic council – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_council_member = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

all
ordered_council_member Iterate through each member of the galactic council – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_council_member = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

all
every_council_member Iterate through each member of the galactic council – executes the enclosed effects on all of them for which the limit triggers return true every_council_member = { limit = { <triggers> } <effects> } all
ordered_owned_leader Iterate through each leader that is owned by the country – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_owned_leader = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

country
random_pool_leader Iterate through each leader that is recruitable for the country – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_pool_leader = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

country
ordered_pool_leader Iterate through each leader that is recruitable for the country – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_pool_leader = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

country
every_pool_leader Iterate through each leader that is recruitable for the country – executes the enclosed effects on all of them for which the limit triggers return true every_pool_leader = { limit = { <triggers> } <effects> } country
random_envoy Iterate through each envoy available to the country – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_envoy = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

country
ordered_envoy Iterate through each envoy available to the country – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_envoy = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

country
every_envoy Iterate through each envoy available to the country – executes the enclosed effects on all of them for which the limit triggers return true every_envoy = { limit = { <triggers> } <effects> } country
random_megastructure Iterate through each megastructure – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_megastructure = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

all
ordered_megastructure Iterate through each megastructure – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_megastructure = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

all
every_megastructure Iterate through each megastructure – executes the enclosed effects on all of them for which the limit triggers return true every_megastructure = { limit = { <triggers> } <effects> } all
random_owned_megastructure Iterate through each owned megastructure – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_owned_megastructure = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

country
ordered_owned_megastructure Iterate through each owned megastructure – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_owned_megastructure = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

country
every_owned_megastructure Iterate through each owned megastructure – executes the enclosed effects on all of them for which the limit triggers return true every_owned_megastructure = { limit = { <triggers> } <effects> } country
random_system_megastructure Iterate through each megastructure in system – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_system_megastructure = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

all
ordered_system_megastructure Iterate through each megastructure in system – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_system_megastructure = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

all
every_system_megastructure Iterate through each megastructure in system – executes the enclosed effects on all of them for which the limit triggers return true every_system_megastructure = { limit = { <triggers> } <effects> } all
random_member Iterate through each member of the federation – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_member = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

federation
ordered_member Iterate through each member of the federation – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_member = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

federation
every_member Iterate through each member of the federation – executes the enclosed effects on all of them for which the limit triggers return true every_member = { limit = { <triggers> } <effects> } federation
random_associate Iterate through each associate member of the federation – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_associate = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

federation
ordered_associate Iterate through each associate member of the federation – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_associate = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

federation
every_associate Iterate through each associate member of the federation – executes the enclosed effects on all of them for which the limit triggers return true every_associate = { limit = { <triggers> } <effects> } federation
ordered_system_planet Iterate through each planet in the current system – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_system_planet = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

galactic_object
ordered_planet_within_border Iterate through each planet within the current empire's borders – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_planet_within_border = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

country
random_owned_planet Iterate through each inhabited planet owned by the current empire – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_owned_planet = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

country sector
ordered_owned_planet Iterate through each inhabited planet owned by the current empire – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_owned_planet = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

country sector
every_owned_planet Iterate through each inhabited planet owned by the current empire – executes the enclosed effects on all of them for which the limit triggers return true every_owned_planet = { limit = { <triggers> } <effects> } country sector
random_controlled_planet Iterate through each inhabited planet controlled by the current empire – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_controlled_planet = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

country
ordered_controlled_planet Iterate through each inhabited planet controlled by the current empire – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_controlled_planet = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

country
every_controlled_planet Iterate through each inhabited planet controlled by the current empire – executes the enclosed effects on all of them for which the limit triggers return true every_controlled_planet = { limit = { <triggers> } <effects> } country
random_galaxy_planet Iterate through each planet ANYWHERE in the game; warning: resource intensive! - executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_galaxy_planet = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

all
ordered_galaxy_planet Iterate through each planet ANYWHERE in the game; warning: resource intensive! - executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_galaxy_planet = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

all
every_galaxy_planet Iterate through each planet ANYWHERE in the game; warning: resource intensive! - executes the enclosed effects on all of them for which the limit triggers return true every_galaxy_planet = { limit = { <triggers> } <effects> } all
ordered_deposit Iterate through each deposit on the planet – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_deposit = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

planet
ordered_moon Iterate through each moon of the planet – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_moon = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

planet
ordered_owned_pop Iterate through all owned pops – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_owned_pop = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

planet country pop_faction sector
random_species_pop Iterate through each pop that belongs to this species; warning: resource-intensive! - executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_species_pop = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

species
ordered_species_pop Iterate through each pop that belongs to this species; warning: resource-intensive! - executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_species_pop = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

species
every_species_pop Iterate through each pop that belongs to this species; warning: resource-intensive! - executes the enclosed effects on all of them for which the limit triggers return true every_species_pop = { limit = { <triggers> } <effects> } species
ordered_pop_faction Iterate through all the country's pop factions – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_pop_faction = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

country
random_galaxy_sector Iterate through all sectors in the game – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_galaxy_sector = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

all
ordered_galaxy_sector Iterate through all sectors in the game – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_galaxy_sector = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

all
every_galaxy_sector Iterate through all sectors in the game – executes the enclosed effects on all of them for which the limit triggers return true every_galaxy_sector = { limit = { <triggers> } <effects> } all
random_owned_sector Iterate through every owned sector – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_owned_sector = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

country
ordered_owned_sector Iterate through every owned sector – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_owned_sector = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

country
every_owned_sector Iterate through every owned sector – executes the enclosed effects on all of them for which the limit triggers return true every_owned_sector = { limit = { <triggers> } <effects> } country
ordered_owned_ship Iterate through each ship in the fleet or owned by the country – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_owned_ship = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

country fleet
random_ship_in_system Iterate through each ship in the current system – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_ship_in_system = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

galactic_object
ordered_ship_in_system Iterate through each ship in the current system – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_ship_in_system = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

galactic_object
every_ship_in_system Iterate through each ship in the current system – executes the enclosed effects on all of them for which the limit triggers return true every_ship_in_system = { limit = { <triggers> } <effects> } galactic_object
random_owned_pop_species Iterate through each species of a country's owned pops – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_owned_pop_species = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

country
ordered_owned_pop_species Iterate through each species of a country's owned pops – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_owned_pop_species = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

country
every_owned_pop_species Iterate through each species of a country's owned pops – executes the enclosed effects on all of them for which the limit triggers return true every_owned_pop_species = { limit = { <triggers> } <effects> } country
random_galaxy_species Check if any species in the galaxy meet the specified criteria – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_galaxy_species = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

all
ordered_galaxy_species Check if any species in the galaxy meet the specified criteria – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_galaxy_species = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

all
every_galaxy_species Check if any species in the galaxy meet the specified criteria – executes the enclosed effects on all of them for which the limit triggers return true every_galaxy_species = { limit = { <triggers> } <effects> } all
random_owned_species Check if any of the species <on the planet/in the country> meet the specified criteria – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_owned_species = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

planet country
ordered_owned_species Check if any of the species <on the planet/in the country> meet the specified criteria – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_owned_species = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

planet country
every_owned_species Check if any of the species <on the planet/in the country> meet the specified criteria – executes the enclosed effects on all of them for which the limit triggers return true every_owned_species = { limit = { <triggers> } <effects> } planet country
random_enslaved_species Check if any of the species with enslaved pops <on the planet/in the country> meet the specified criteria – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_enslaved_species = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

planet country
ordered_enslaved_species Check if any of the species with enslaved pops <on the planet/in the country> meet the specified criteria – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_enslaved_species = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

planet country
every_enslaved_species Check if any of the species with enslaved pops <on the planet/in the country> meet the specified criteria – executes the enclosed effects on all of them for which the limit triggers return true every_enslaved_species = { limit = { <triggers> } <effects> } planet country
random_owned_starbase Iterate through every owned starbase – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_owned_starbase = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

country
ordered_owned_starbase Iterate through every owned starbase – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_owned_starbase = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

country
every_owned_starbase Iterate through every owned starbase – executes the enclosed effects on all of them for which the limit triggers return true every_owned_starbase = { limit = { <triggers> } <effects> } country
random_system Iterate through all systems – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_system = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

all
ordered_system Iterate through all systems – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_system = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

all
every_system Iterate through all systems – executes the enclosed effects on all of them for which the limit triggers return true every_system = { limit = { <triggers> } <effects> } all
ordered_rim_system Iterate through all rim systems – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_rim_system = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

all
random_system_within_border Iterate through all systems within the country's or sector's borders – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_system_within_border = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

country sector
ordered_system_within_border Iterate through all systems within the country's or sector's borders – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_system_within_border = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

country sector
every_system_within_border Iterate through all systems within the country's or sector's borders – executes the enclosed effects on all of them for which the limit triggers return true every_system_within_border = { limit = { <triggers> } <effects> } country sector
ordered_neighbor_system Iterate through all a system's neighboring systems by hyperlane – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_neighbor_system = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

galactic_object
random_neighbor_system_euclidean Iterate through all a system's neigboring systems (by closeness, not by hyperlanes) – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_neighbor_system_euclidean = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

galactic_object
ordered_neighbor_system_euclidean Iterate through all a system's neigboring systems (by closeness, not by hyperlanes) – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_neighbor_system_euclidean = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

galactic_object
every_neighbor_system_euclidean Iterate through all a system's neigboring systems (by closeness, not by hyperlanes) – executes the enclosed effects on all of them for which the limit triggers return true every_neighbor_system_euclidean = { limit = { <triggers> } <effects> } galactic_object
random_war_participant Iterate through all war participants – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_war_participant = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

war
ordered_war_participant Iterate through all war participants – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_war_participant = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

war
random_attacker Iterate through all attackers in the current war – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_attacker = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

war
ordered_attacker Iterate through all attackers in the current war – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_attacker = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

war
every_attacker Iterate through all attackers in the current war – executes the enclosed effects on all of them for which the limit triggers return true every_attacker = { limit = { <triggers> } <effects> } war
random_defender Iterate through all defenders in the current war – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_defender = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

war
ordered_defender Iterate through all defenders in the current war – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_defender = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

war
every_defender Iterate through all defenders in the current war – executes the enclosed effects on all of them for which the limit triggers return true every_defender = { limit = { <triggers> } <effects> } war
random_war Iterate through all wars the country is engaged in – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object randomly. random_war = {

limit = { <triggers> } weights = { (optional – adds weights to affect the chance a specific object is selected) base = float modifier = { <add/factor = float> <triggers> } } <effects> }

country
ordered_war Iterate through all wars the country is engaged in – executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops) ordered_war = {

limit = { <triggers> } position = <integer, starting with 0> order_by = <variable>/trigger:<trigger> inverse = yes/no (default: no – if yes, then 0 is lowest rather than highest) <effects> }

country
every_war Iterate through all wars the country is engaged in – executes the enclosed effects on all of them for which the limit triggers return true every_war = { limit = { <triggers> } <effects> } country

For comparing old lists of Stellaris effects (modifiers and triggers) for most game versions since launch, you can use the GitHub file history feature here (created by OldEnt).

Depreciated[编辑 | 编辑源代码]

set_primitive [DEPRECATED REMOVED in 3.1, USE set_country_type] Sets the scoped country as primitive. country
random_pop [DEPRECATED REMOVED in 3.1, USE random_owned_pop] Executes enclosed effects on a random pop that meets the limit criteria. planet
random/every_(research/mining)_station [REMOVED in 3.1] Executes enclosed effects on a (random/every) orbital (research/mining) station that meets the limit criteria. planet country

Scripted Effects[编辑 | 编辑源代码]

There are more than singular Effects can be used for an Effect. See Scripted Effects for details.

帝国 帝国思潮政府 • 国民理念 • 起源承诺议程传统 • 飞升天赋法令政策遗珍科技自定义帝国
人口 岗位派系
领袖 领袖领袖特质
物种 物种物种特质
行星 行星行星特征 • 轨道矿藏建筑 • 区划行星决议
星系 星系恒星基地巨型结构虫洞 • 星门地图
舰队 舰队舰船 • 部件
地面战 陆军轰炸姿态
外交 外交 • 联邦 • 星海共同体评价修正宣战理由 • 战争目标
事件 事件异常现象特殊项目考古遗址
游玩 游玩定义研究 • 经济游戏开局
动态修改 动态指令效果触发条件作用域修正变量AI
媒体/本地化 Maya 导出器图形肖像旗帜事件图片界面图标音乐本地化
Other 控制台命令存档编辑Steam 创意工坊模组制作教程