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HomeScenario Editing

the Scenario file

the Scenario definition

the Country definitions

the Event files

the Monarch files

the Leader files

the AI files

General Editing

Country Creation Guide

File Editing Guide

Exhaustive Bible of Event Scripting

Havard's Editing Index

Appendices

A - Continents, regions and areas

B - Religions and cultures

C - Province goods

News and updates

 
  
     

Disclaimer: Neither Paradox Entertainment not I am responsible for any crash & burn experiences from meddling with the EU2 files. Always take backups before you alter the files installed by EU2. Have fun :)

Things marked like this are triggers or commands that are somewhat buggy in the latest patch released (1.09), or not working at all.

Important notice: You should know that altering ANY of the files in the EU2 folders will cause errors when applying patches. Please keep a "clean" copy of the files for use when patching.

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To go back to the Table of Content just find the nearest box in the left margin marked ToC (just like the one to the left here.).

Content

1. Introduction.
1.1 Events and alternatives
1.2 Random/nonspecific provinces
1.3 Random/nonspecific countries

2. The Event Files
2.1 Major event path
2.2 Flavour event path
2.3 Random Events
2.4 Huge Events
2.5 Event texts

3 Event Structure
3.1 Id
3.2 Trigger
3.2.1 Trigger Conditions

Diplomatic conditions | Religious & cultural conditions | Conditions based on leaders or monarchs | Conditions based on countries and provinces | Conditions based on domestic affairs

3.3 Random
3.4 Country
3.5 Province
3.6 Name
3.7 Desc
3.8 Style
3.9 Date
3.10 Offset
3.11 Deathdate
3.12 Action
3.12.1 Exact AI event selection percentages
3.12.2 Commands

Diplomatic commands| Religious & cultural commands| Commands for leaders or monarchs | Commands for countries and provinces| Domestic affairs – politics,  research & finance | Domestic affairs – stability & revolts| Domestic affairs – buildings | Different unit commands | Other commands

Appendix A - Continents, regions and areas

Appendix B - Religions and Cultures

Appendix C -Tradegoods


1. Introduction

In EU 2, it is possible to implement complicated events by using a custom script language. The events can be set to happen for a certain country at or between certain dates, with optional condition triggers.

1.1 Events and alternatives

Most events have two or more alternatives. The basic convention is to place the historically chosen alternative as the first one. The first choice will be selected by the AI with a 85% probability for each event. This is to ensure that the AI acts as "correct" as possible. (after all, this is a history game).

Some events deal with countries being incorporated in other. The important thing to remember here is to always leave a backdoor for a human player! Imagin playing away, doing fine, just to suddenly get the message "you got annexed"... What you do is to include a event for the country going to be annexed, where the AI with about 85% probability (see here) will acept, but the human player will refuse. A good example of this is the "Succession in Luxembourg"-event, where Burgundy in most games inherit Luxembourg.

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This is the event for Lux:

	id = 3605
	trigger = {
		exists = BUR
		atwar = no
	}
	random = no
	country = LUX
	name = "EVENTNAME3605"
	desc = "EVENTHIST3605"
	style = 1

	date = { day = 1 month = august year = 1451 }
	offset = 0
	deathdate = { day = 2 month = august year = 1500 }

	action_a ={ #Let us be a part of Great Burgundy#
		name = "ACTIONNAME3605A"
		command = { type = trigger which = 3598 }
	}
	action_b ={ #Let the Burgundian monarch become our Duke#
		name = "ACTIONNAME3605B"
		command = { type = trigger which = 3599 }
		command = { type = dynastic which = BUR }
		command = { type = alliance which = BUR }
		command = { type = stability value = 3 }
	}
	action_c ={ #Let us elect a local Count as Duke#
		name = "ACTIONNAME3605C"
		command = { type = trigger which = 3600 }
		command = { type = stability value = -3 }
		command = { type = revolt which = -1 }
	}
}

The first action trigger the inherit event for Burgundy. The second one trigger a vassalage event for Burgundy, where Luxembourg becomes vassals of Burgundy. The last option is a clear break and trigger a "retaliation"-event for Burgundy where they get a CB on Luxembourg.

1.2 Random/nonspecific provinces

You can target random provinces in the country receiving the event by replacing the province number with '-1', '-2', '-3' or '-4'. -1 is one random province from a set depending on command (see below) and -2 is your capital. -3 can be used to make several things happend in the same random province.

Example of event commands using these random selectors:

 		command = { type = INF which = -1 value = 8000 }
		command = { type = CAV which = -3 value = 6000 }
		command = { type = ART which = -3 value = 20 }

The commands above will select a random province, put 8000 infantry there, and proceed wth 6000 cavalry and 20 artillery in the same random province.

Province '-4' is used to target events to colonies, or to be more specific: A province with 700+ population on the American Continent. An example of this is the "Colonial defense"-events for England:

	action_b ={ #Invest in expensive Perimeter Defense#
		name = "ACTIONNAME3343B"
		command = { type = sleepevent which = 3346 }
		command = { type = treasury value = -600 }
		command = { type = fortress which = -4 value = 1 }
		command = { type = fortress which = -4 value = 1 }
	}
			

Subsets of provinces used for random targetting:

command = Subset used by -1 consists of all
conversion non-state religion provinces
fortress provinces
gainbuilding provinces
manufactory provinces
mine gold provinces
population provinces
provinceculture provinces
provincemanpower provinces
provincereligion provinces
provincetax provinces
religiousrevolt non-state religion provinces
revolt provinces

1.3 Random/nonspecific countries

As for provinces above, you can also target random countries. This is dome by replacing the country tag with '-1' or '-6'. -1 is a random country. -6 is the Holy Roman Emperor.

 

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2. The Event Files

Events are separated into major and flavour events. Although they are scripted exactly the same way, the convention is to place minor events, such as cultural personalities, in the flavour event files, whereas major events go in the major event files. This is just a convention; the event files can be called anything as long as they are included in db\events.txt (whose name is also a convention - it is just included in all of the scenario .EUG files). Random events are added in special files.

2.1 Major event path

Major events should be scripted in the files called:

db\events\major_xxx.txt

(Where XXX is the country tag.)

2.2 Flavour event path

Flavour events should be scripted in the files called:

db\events\flavor_xxx.txt

(Where XXX is the country tag.)

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2.3 Random Events

The random events reside in two files:

db\events\randomevents.txt

and

db\events\randomreligiousevents.txt

2.4 Huge events

Some events affect all countries in the world. Examples are the reformation and the Treaty of Tortesillas. These are stored in:

db\events\hugeevents.txt

and

db\events\religiousevents.txt

2.5 Event texts

The texts for the events reside in the file called:

config\text.csv

This is a comma-separated resource file containing all the in-game text. You may also insert the texts directly into the events between the ""s.

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3 Event Structure

Example:

event = {
	id = 3704
	trigger = {}
	random = no
	country = CHI
	name = "EVENTNAME3704"
	desc = "EVENTHIST3704"
	style = 1
	date = { day = 1 month = october year = 1773 }
	offset = 150
	deathdate = { day = 2 month = may year = 1820 }

	action_a ={
		name = "ACTIONNAME3704A"
		command = { }
		command = { }
		command = { }
	}
	action_b ={
		name = "ACTIONNAME3704B"
		command = { }
		command = { }
		command = { }
	}
	action_c ={
		name = "ACTIONNAME3704C"
		command = { }
		command = { }
		command = { }
	}
	action_d ={
		name = "ACTIONNAME3704D"
		command = { }
		command = { }
		command = { }
	}
}

This is an empty event that will do nothing, but it will happen to China sometime from Oct 1, 1773 and 150 days forward. We will now go through each of the commands outlined in the example, in order.

(ToC)

3.1 Id

Every event in the game must have a unique id. It is very important that there are no id conflicts. Event ids 0-100000 are reserved for Paradox use. The allowed range for add-on ids is 100000 - 4294967296. Yup, that's a looot of events :)

Example :

	id = 31001 

3.2 Trigger

The trigger condition statement is optional. If left out the event will happen on the dates specified, or if directly triggered by another event.

Example:

	trigger = {
		atwar = yes
	}

It is also possible to set several conditions for the trigger.

Example :

	trigger = {
		exists = TUR
		event = 3549
		atwar = no
	}

In this case, all three conditions must be true; the default Boolean operator is AND. However, it is also possible to use OR and NOT.

Example:

	trigger = {
		OR = {
			owned = { province = 110 data = -1 }
			owned = { province = 86 data = -1 }
			owned = { province = 47 data = -1 }
		}
		NOT = {
			event = 3301
		}
	}

This trigger is true if province 110 OR 86 OR 47 is owned by the country this event affects AND event 3301 has NOT happened.

If more than one trigger is listed within a NOT statement, the event will only trigger if ALL of the listed conditions are untrue.

Example:

	trigger = {
		NOT = {
			religion = catholic
			religion = counterreformed
		}
	}

This event will trigger if the country are of any other religion than the two listed; if ANY of them is true, then the not is false.

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3.2.1 Trigger Conditions

ai   = yes / no

Checks if the country receiving the event is AI controlled or not.

event   = xxxx

Checks if event with id xxxx has happened.

flag   = flag name

Checks if the country flag with the specified name is set.

year   = x

Checks if the year is x or later. This is equivalent to using the date statement. See section 3.8.

Diplomatic conditions:

alliance   = { country = aaa country = bbb }

Checks if aaa and bbb are in the same military alliance.

atwar   = yes / no

Checks if the country is at war.

dynastic   = { country = aaa country = bbb }

Checks if aaa and bbb have a royal marriage.

vassal   = { country =aaa country = bbb }

Checks if country bbb is a vassal of aaa.

war   = { country = aaa country = bbb }

Checks if country aaa is at war with country bbb.

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Religious & cultural conditions:

provinceculture = { prov = x data = y }

Is true if province x have culture y.

provincereligion = { province = x data = y }

Is true if province x have religion y.

religion   = catholic / counterreform / protestant / reformed / orthodox / sunni / shiite / confucianism / buddhism / hinduism / pagan

Checks the state religion of the country.

Conditions based on leaders or monarchs:

leader   = xxxx

Is true if leader with id xxxx is alive in any country.

monarch   = xxxx

Is true if monarch with id xxxx is ruling the country receiving the event.

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Conditions based on countries and provinces:

badboy = x

Is true if badboy is x or higher.

continent   = europe / america / asia / africa / oceania

Checks on which continent the capital of the country getting the event lies.

control  = { province = x data = aaa }

Is true if province x is controlled by country aaa (if data = -1 then it is for the country receiving the event)

core = { province = x data = aaa }

Is true if province x is a core province of country aaa (if data = -1 then it is for the country receiving the event).

cot   = x

Is true if there is a centre of trade in province x.

countrysize = x

Is true if the receiving country have x provinces or more. Cities and colonies are counted. From 1.07 TPs no longer count.

discovered   = x

Is true if province x has been discovered by the country receiving the event.

elector  = yes / no

Checks if the country receiving the event is an Elector of the HRE or not.

emperor  = yes / no

Checks if the ruler of the country receiving the event is Holy Roman Emperor or not.

exists   = aaa

Is true if country aaa exists. (Where aaa is the three letter tag of the country.)

neighbour = x

Is true if the receiving country is neighbour with country x.

owned   = { province = x data = aaa }

Is true if province x is owned by country aaa (if data = -1 then it is for the country receiving the event)

relation = { country = aaa data = x }

Is true if the receiving country have relation x or better with country aaa.

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Conditions based on domestic affairs:

domestic   = { type = aristocracy / centralization / innovative / mercantilism / land / offensive / quality / serfdom   value = x }

Checks if a domestic policy slider is at value x or higher. (Use NOT to negate.)

infra   = x

Checks if the infra tech level is at x or higher. (0 to 10)

land   = x

Checks if the land tech level is at x or higher. (0 to 60)

naval   = x

Checks if the naval tech level is at x or higher. (0 to 60)

stability   = x

Checks if stability is at x or higher. (-3 to 3)

trade   = x

Checks if the trade tech level is at x or higher. (0 to 10)

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3.3 Random

This directive tells whether the event should be random or not. For country events, this is usually no.

Example:

	random = no
			

Random events are the only event that can happend more than once. Date, offset and deathdate are not taken in account in random events. Any start and final years has to be set using the year trigger. Random events can be nation specific. A random event cannot trigger another event.

3.4 Country

This statement tells which country the event should affect. This must be set to a valid country tag. If this statement is left out, the event will happen for all countries!

Example:

	country = CHI
			

The country can be omitted if the event is a random event (see 3.3) or if you have other triggers deciding the country affected, like owned or control (see 3.5 below). If you have an event that is not specified directed to a country or province, this will trigger for the human player(s) in the game once the triggers are valid for any country.

3.5 Province

An alternative to using the country statement, this means that the event should happen for whoever owning a certain province.

Example:

	province= 357
			

This event will happend, if other triggers are met, to the country owning province 357.

3.6 Name

This specifies the name of the event that appears in the event window. This is language specific and thus kept in the file text.csv.

Example:

	name = "EVENTNAME3704"
			

The eventname can also be inserted right into the event file. Note: This will not allow translation!

Example:

	name = "The peasants are revolting!"
			

A new feature in 1.06 is the possibility to "stealth" events happending to the AI. You do this by using name = "AI_EVENT". This will cause the event to not show in the game log as it happends. It's effects might though... The feature is tailored for use together with the new ai = yes/no trigger (above).

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3.7 Desc

This is the main event text that appears in the event window. This is language specific and thus kept in the file text.csv.

Example:

	desc = "EVENTHIST3704"
			

The eventdescription can also be inserted right into the event file. Note: This will not allow translation!

Example:

	desc = "Upset by the religious intolerance of the government
		the peasants are rallying to the rebel flag!"
			

3.8 Style

This specifies the look of the event window depending on the time period when the event appears. (1=15th century, 5=19th.)

Example:

	style = 1

Note: Style isn't used in EU2.

3.9 Date

This is the date when the event may first happen. If this directive is used alone (no offset), the event will happen on this exact date if triggers are valid. If triggers are not valid the event will never happend!

Example:

	date = { day = 1 month = october year = 1773 }

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3.10 Offset

This is a random offset in days, always used in conjunction with the date statement. It means that the event may happen on any of these days from the time specified in date. If the event has triggers it will start searching for triggers on this date.

Note: After the first trigger check after a random number of days the triggers are checked again at intervalls defined by the offset. This means that for an 'offset = 360' the event will first check the triggers on a random day the first year after the set date, and then once every year!

Example:

	offset = 30

In this case the event will start checking for triggers on a random date within 30 days from the date specified. If no valid triggers are found on that date it will check again each month (30 days) until triggers are met, or until event deathdate is reached.

If a game is saved/reloaded in the middle of an offset, the event is checked at reload (which explains why you so often get certain events on reload).

3.11 Deathdate

This is the deadline of an event, after which it may no longer be triggered. The deathdate statement is only useful if the event has a trigger condition. Events without a deathdate will fire if other triggers are valid on the date specified by the date/offset parameters. If triggers are not valid on that date the event will never fire. If you want the event to keep looking for triggers you need to define a deathdate.

Example:

	deathdate = { day = 1 month = october year = 1820 }

3.12 Action

The action statements are the responses to the event offered to the player. Sometimes it is appropriate with a single one, "Ok", other times there may be up to four different responses. Action statements always contain a name statement and any number of command statements.

Example:

	action_a ={ #Ok
		name = "ACTIONNAME3704A"
		command = { }
	}

This is a simple ok action. The name statement points to a text in text.csv. Even an action that does nothing must contain a command statement. As for name and description the actionname can be entered right into the event:

Example:

	action_a ={ #Ok
		name = "Crush the rebellion!"
		command = { }
	}

When the AI get an event there is always the largest chance it will select the first action, action_a. In an event with two options the AI will select action_a most of the time (se below). This means that you should always put the historic choice as the first one.

3.12.1 Exact AI event selection percentages

As mention above there is about 85% chance for the AI selecting the first choice in an event. The exact percentages are:

S
  Option Ratio Percentage
Two options action_a 85/90 94,4%
action_b5/90 5,6%
Three options action_a 85/95 89,4%
action_b 5/95 5,3%
action_c 5/95 5,3%
Four options action_a 85/100 85%
action_b 5/100 5%
action_c 5/100 5%
action_d 5/100 5%

 

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3.12.2 Commands

Some general rules and problems with commands:

  • Commands that modify province values are ignored if the province belongs to a country different than the one affected by the event.
  • Commands that affect countries that do not exist are ignored.
  • It is not possible to adjust relations with all countries of a certain religion or on a certain continent with one command.

Not that if all commands in an action are ignored, the button will not show. If all commands in all events are ignored, the event will not appear at all.

The list of valid commands:

Diplomatic commands:

command = { type = alliance   which = aaa }

Adds nation with tag aaa to military alliance of the country affected by the event. Note that this will only happend is: The country receiving the event is alliance leader or unallied and country aaa is unallied.

command = { type = breakdynastic  which = aaa }

Is supposed to break royal marriage with country aaa. Appears to not work at all.

command = { type = breakvassal  which = aaa }

Break vassalage with country aaa. This command does not work if invoked in an events for the liege country or if the vassalage was created after the game was last loaded from save. Also note that if a vassalage is broken in event, a new vassalisation for that tag cannot be created by an event triggered from that same event.

command = { type = casusbelli   which = x value = y }

Gain casus belli against country x for y months.

command = { type = dynastic   which = aaa }

Creates a royal marriage to nation with tag aaa.

command = { type = independence  which = aaa }

Create country aaa as a vassal. This will release a country and give them all the provinces specified in revolt.txt as "minimum" that the country recieving the event owns.

command = { type = inherit   which = aaa }

Inherit country with tag aaa (political annexation). Each inherited province gives 0.25 badboy point.

command = { type = relation   which = aaa value = x }

Modify diplomatic relation with country aaa with value x.

command = { type = vassal   which = aaa }

Make country aaa a vassal of teh receiving country. Note: This will create a vassalage whatever situation The scripter should take precautions (triggers etc) to avoid use when countries are at war, or to avoid a country becoming a vassal of it's own vassal...

command = { type = war  which = aaa }

Declares war on country aaa

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Religion & culture commands:

command = { type = conversion   which = x }

Religion in province in province x (-1 is a random province, -2 is the capital) changes to the state religion.

command = { type = heretic   which = x }

Religion in province x (-1 is a random province, -2 is the capital) changes from the state religion.

command = { type = provincereligion   which = x value = catholic / counterreform / protestant / reformed / orthodox / sunni / shiite / confucianism / buddhism / hinduism / pagan }

Changes the province religion in province x (-1 is a random province, -2 is the capital.)

command = { type = religion   which = catholic / counterreform / protestant / reformed / orthodox / sunni / shiite / confucianism / buddhism / hinduism / pagan }

Changes the state religion. Has no other effects.

command = { type = religiousrevolt   which = x }

Starts a religious revolt in province x. (-1 is a random province, -2 is the capital.)

command = { type = add_countryculture   which = culture_name }

Add culture_name to the state cultures. For a list of valid culture names see Appendix B.

command = { type = remove_countryculture   which = culture_name }

Remove culture_name from the state cultures. For a list of valid culture names see Appendix B.

command = { type = provinceculture   which = x value = culture_name }

Changes the province culture in province x (-1 is a random province, -2 is the capital.) For valid names, look in db\province.csv (culture_name = -1 means the state culture.) For a list of valid culture names see Appendix B.

(ToC)

Commands for leaders or monarchs:

command = { type = conquistador   which = x }

Have a conquistador appear in province x (-1 is a random province, -2 is the capital.)

command = { type = explorer   which = x }

Have an explorer appear in province x (-1 is a random province, -2 is the capital.)

command = { type = leader   which = x }

Leader with id x becomes active. Same as wakeleader.

command = { type = monarch   which = x }

Monarch with id x becomes ruler. Same as wakemonarch.

command = { type = sleepleader   which = x }

Deactivates (makes dormant) leader with id x. This will also work on leaders for other countries. Note: Does not work if the leader is living.

command = { type = sleepmonarch   which = x }

Deactivates (makes dormant) monarch with id x. Note: Does not work if the monarch is living.

command = { type = wakeleader   which = x }

Activate leader with id x. (No longer dormant.)

command = { type = wakemonarch  which = x }

Activate monarch with id x. (No longer dormant.)

command = { type = ADM   which = x value = y }

Modifies the ADM value of the regent with x for y months. (Yes, a little backwards syntax.) Note: When changed by -1 the effect of this command is not shown in the event effect text or mouseover.

command = { type = MIL   which = x value = y }

Modifies the MIL value of the regent with x for y months. (Yes, a little backwards syntax.) Note: When changed by -1 the effect of this command is not shown in the event effect text or mouseover.

command = { type = DIP   which = x value = y }

Modifies the DIP value of the regent with x for y months. (Yes, a little backwards syntax.) Note: When changed by -1 the effect of this command is not shown in the event effect text or mouseover.

(ToC)

Commands for countries and provinces:

command = { type = addcore   which = x }

Make x a core province.

command = { type = badboy   value = x }

Changes the badboy value with x.

command = { type = capital   which = x }

Move capital to province x.

command = { type = cot  which = x }

Add a centre of trade to province x.

command = { type = country   which = aaa }

Change tag to aaa. Used for example when Castile or Aragon becomes Spain or when Russia forms.

command = { type = manpower   value = x }

Add x to manpower pool. (Does not raise the maximum manpower-use provincemanpower for that.) May also be negative.

command = { type = mine   which = x value = y }

Adds y production to mine in province x. This work only if province x produces gold.

command = { type = natives   which = x value = y }

Change the aggression level of any natives in province x to value y (range 0 (none) to 9 (furious)).

command = { type = population   which = x value = y }

Modify population level in province x (-1 is a random province, -2 is the capital) with y.

command = { type = province_revoltrisk   which = x value = y }

Modify the revolt risk in province x with value y indefinitely, until lowered by another event, or until the province is in the hands of another nation - i.e. revoltrisk is unaltered if the nation change tags. Province revoltrisk can not be negative - no matter mow much you lower it, it will stop at zero.

command = { type = provincemanpower   which = x value = y }

Modify the manpower in province x (-1 is a random province, -2 is the capital) with y.

command = { type = provincetax   which = x value = y }

Modify the province tax in province x (-1 is a random province, -2 is the capital) with y. Be aware that the province tax also affects the supply value of the province.

command = { type = removecore   which = x }

Remove x as core province.

command = { type = secedeprovince   which = aaa value = x }

Secede province x to country aaa. Note: If a country's capital is ceded this way, the game will crash.

command = { type = technology  which = latin /torthodox/ muslim/ china/ exotic }

Changes tech-group for a country. Note the inconsistency with the orthodox tech. group.

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Domestic affairs – politics,  research & finance:

command = { type = domestic   which = aristocracy / centralization / innovative / mercantilism / land / offensive / quality / serfdom value = x }

Modifies a domestic policy slider with value x.

command = { type = infra   value = x }

Invests x gold in infra research. May also be negative.

command = { type = trade   value = x }

Invests x gold in trade research. May also be negative.

command = { type = land   value = x }

Invests x gold in land research. May also be negative.

command = { type = naval   value = x }

Invests x gold in naval research. May also be negative.

command = { type = treasury   value = x }

Adds x gold to the treasury. May also be negative.

command = { type = cash   value = x }

Adds x gold to the treasury. May also be negative.

command = { type = loansize   which = x }

Adjust the size of the state loans.

command = { type = inflation   value = x }

Changes inflation rate with x percents. May also be negative.

(ToC)

Domestic affairs – stability & revolts:

command = { type = stability   value = x }

Adds x to the stability. May also be negative.

command = { type = revolt   which = x }

Starts a revolt in province x. (-1 is a random province, -2 is the capital.) There is no guarantee that a fort in the province will fall into rebel hands.

command = { type = colonialrevolt   which = x }

Starts a colonial revolt in province x. (-1 is a random colonial province.)

command = { type = revoltrisk   which = x value = y }

Raises the nation's revoltrisk for x months with y percents. May also be negative. If which is omitted, default is 12 months.

(ToC)

Domestic affairs – buildings:

command = { type = fortress   which = x value = y }

Modify fortress level in province x (-1 is a random province, -2 is the capital etc.) with y. The fortress command is not limited by landtech.

Note: Use of fortress and population commands in same action and for the same province: For fortifications increase, population (increase or decrease) command must be placed before the fortress command. For fortifications decrease, population (increase or decrease) command must be placed after the fortress command. Otherwise, the fortress command won't work.

command = { type = gainbuilding   which = x value = shipyard / barrack / bailiff / courthouse / cityrights }

Gain a building in province x (-1 is a random province, -2 is the capital etc.)

command = { type = losebuilding   which = x value = shipyard / barrack / bailiff / courthouse }

Lose a building in province x (-1 is a random province, -2 is the capital etc.)

command = { type = gainmanufactory   which = x  value = navalequipment / luxury / goods / refinery / weapons }

Gain a manufactory in province x (-1 is a random province, -2 is the capitaletc.)

command = { type = losemanufactory   which = x }

Lose a manufactory in province x (-1 is a random province, -2 is the capital etc.)

(ToC)

Different unit commands:

command = { type = diplomats   value = x }

Adds x diplomats. May also be negative.

command = { type = colonists   value = x }

Adds x colonists. May also be negative.

command = { type = merchants   value = x }

Adds x merchants. May also be negative.

command = { type = missionaries   value = x }

Adds x missionaries. May also be negative.

command = { type = desertion   which = x value = y }

Have y men desert in province x (-1 is a random province, -2 is the capital.)

command = { type = INF   which = x value = y }

Add y infantry in province x (-1 is a random province, -2 is the capital).

command = { type = CAV   which = x value = y }

Add y cavalry in province x (-1 is a random province, -2 is the capital).

command = { type = ART   which = x value = y }

Add y artillery in province x (-1 is a random province, -2 is the capital).

command = { type = warships   which = x value = y }

Add y warships in province x (-1 is a random province, -2 is the capital).

command = { type = galleys   which = x value = y }

Add y galleys in province x (-1 is a random province, -2 is the capital).

command = { type = transports   which = x value = y }

Add y cargo ships in province x (-1 is a random province, -2 is the capital).

(ToC)

Other commands:

command = { type = ai   which = "filename.ai" }

Change the AI definition file used for the receiving country. The new AI file must be located in the AI folder with the other files - no path is needed in the event.

command = { type = clrflag   which = [flag name] }

Clears the specified user country flag (flag is set to 'no').

command = { type = flag   which = x }

Set game flag x to true.
0 = Tordesillas
1 = Reformation
2 = Calvin
3 = Council of Trent
4 = Edict of Tolerance.
5 = French Tricolor
6 = English Union Jack

command = { type = flagname   which = "x" }

Using this command, you can change the graphic flag and shield of the country receiving the event. It is important that the new graphic files are named flag_TAGx.bmp, shield_TAGx.bmp, shieldsilver_TAGx.bmp and smallshield_TAGx.bmp. All four files must be present. To change back, use 'which = ""'.

command = { type = removecot   which = x }

Removes the CoT in province x, even if x is not a province of the country receiving the event.

command = { type = setflag   which = [flag name] }

Sets the specified user country flag (flag is set to 'yes'). The flag can be triggered upon with the flag trigger.

command = { type = trigger   which = xxxx }

Triggers event xxxx immediately if the event's triggering conditions are met.

command = { type = sleepevent   which = xxxx }

Prevents event xxxx from happending.

command = { type = vp   value = x }

Adjust victory points with x

(ToC)

 

 

Europa Universalis and Europa Universalis II are registred trademarks of Paradox Interactive.
This page is ©2002-2006 Håvard Moe. last updated 2. Jan. 2006.