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Cheexsta

Veni, vidi, vici
60 Badges
Dec 22, 2005
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It looks like there's a lot of stuff in the game that isn't explained at all in the modding manual, so I figured I'd try my hand at sifting through as much code as my brain can handle.

At the moment, I have pretty much just copy/pasted text from the .exe that looked like event (and similar) coding and have arranged it in a way that makes sense to me. I have yet to actually test many of these things and have done most of this list in a half-sleeping state, so expect some errors ;) Question marks denote things I'm not quite sure of, and at the end there is an "other" list that I simply haven't gotten around to sorting yet.

Any and all feedback is welcome.

##################
#Static Modifiers#
##################
pretender_modifier
ignored_courtier_objective
static_martial_mod
static_finesse_mod
static_charisma_mod
border_governor
core_governor
unemployed_adult_male
character_wealth_mod
has_holdings_mod
not_from_ruler_party
same_party_as_ruler
rival_of_ruler
friend_of_ruler
same_family_as_ruler
loyal_cohorts
ruler_unpopularity_mod
ruler_popularity_mod
ruler_party_populist
ruler_party_civic
ruler_party_religious
ruler_party_mercantile
ruler_party_military
barbarian_power
very_hard_ai
hard_ai
easy_ai
very_easy_ai
very_hard_player
hard_player
easy_player
very_easy_player
province_base_values
base_values
naval_maintenance
land_maintenance
city_population
revolt_risk
nationalism
manpower
core
sea_zone
land_province
blockaded
out_of_supply
severe_winter
normal_winter
mild_winter
occupied
under_siege
looted
no_adjacent_controlled
coastal_sea
non_coastal
coastal
tropical
overseas
different_religion
same_religion_group
non_accepted_culture
same_culture_group
regional_troops
corruption
no_governor
civilization_value
negative_stability
positive_stability
stability
tyrannybadboy
war_exhaustion
peace
city


########
#Events#
########
province_event
country_event
character_event
major_character
not
or
and
mean_time_to_happen
years
days
months
factor


########
#Scopes#
########
this
who
threat_countries
rival_countries
rival
any_family_member
ruling_party
biggest_party
any_sibling
courtier
party
any_sea_province
random_sea_province
random_sibling
random_garrisoned_province
any_garrisoned_province
current_party
random_child
any_trade_route
governor_scope
prisoner
any_empty_neighbor_province
random_empty_neighbor_province
any_child
random_character
civil_war_faction
any_character
any_province
any_owned
random_neighbor_province
previous_monarch
random_owned
random_country
any_country
capital_scope
any_neighbor_country
any_neighbor_province
ally
scope
elector
country
controller
owner
employer
sibling
mother
father
random_rival
random_friend
any_friend
any_rival
parent_scope ?
prisoner_home ?
which ?
staging_province ?
general ?
admiral ?
leader ?
home ?
wife ?
character ?


##########
#Triggers#
##########
not_if_x_exists
prerequisites
colony
is_bastard
citizens_fraction
freedmen_fraction
slaves_fraction
is_pretender
is_previous_ruler
has_tech_office
is_threat_country
is_rival_country
can_hold_title
is_primary_heir
preferred_heir
current_heir
is_alive
is_banished
has_law
is_clan_chief
is_courtier
is_party_leader
full_term
has_title
is_capital_region
is_admiral
is_general
has_objective
active_mission
previous_ruler
from_ruler_family
has_more_prestige_than_ruler
has_more_wealth_than_ruler
can_build
omen_bad
omen_good
is_land
num_of_loyal_merc_cohorts
can_recruit_mercenaries
mercenary_fraction
global_trade_routes
local_trade_routes
is_prisoner
tribute
has_unassigned_unit
army_size_percentage
navy_size_percentage
controlled_by
unemployed
num_of_loyal_cohorts
has_job
is_state_religion
is_capital
num_of_children
has_character_flag
has_empty_adjacent_province
is_envoy
ai
has_omen
num_of_traits
is_married
is_ruler
in_command
has_office
family_prestige
age
is_female
num_of_friends
num_of_rivals
is_friend
is_rival
can_get_rivals
can_get_friends
variables
check_variable
is_civil_war_faction
has_civil_war
has_governor
is_governor
family
finesse
republic
monarchy
tribal
is_triggered_only
pure_revolt_risk
has_siege
unit_has_leader
has_country_modifier
has_province_modifier
neighbour
limit
free_ideas
total_ideas
monthly_income
knows_country
has_building
has_province_flag
owned_by
has_country_flag
culture_group
exists
religion_group
num_of_religion
num_of_electors
num_of_unions
num_of_vassals
num_of_royal_marriages
num_of_allies
defender_of_faith
is_monarch_leader
num_of_ports
num_of_cities
revolt_percentage
num_of_revolts
is_core
num_of_monopolys
manpower_percentage
max_manpower
trigger
badboy_limit
luck
may_explore
continent
max_war_exhaustion
military_access
last_control_change
max_attrition
naval_forcelimit
land_forcelimit
technology_group
accepted_culture
primary_culture
base_tax
prominence
wealth
popularity
family_name
birth_date
martial
charisma
fertility
congenital ?
protect ?
clan_chief ?
completed_objective ?
active_objective ?
sea_zones ?
empty_provinces ?
neighbor_provinces ?
our_provinces ?
country_regions ?
regional_cohorts ?
averaged_income ?
religion_power ?
last_stability_boost ?
last_victory ?
horde_id ?
diplomat ?
has_owner ?
trading_with ?
at_location ?
state ?
experience ?
health ?
is_omen_failure ?
freedmen ?
possible_inventions ?
active_inventions ?
from_character ?
from_province ?
from_country ?
naval_trade ?
population ?
at_sea ?
estimated_monthly_income ?
player ?
infantry_in_province ?
unit_in_siege ?
unit_in_battle ?
galleys_in_province ?
units_in_province ?
last_command_date ?
subsidies ?
winter ?
climate ?
regency ?
inland_sea ?
mercenary ?
succession ?
client_only ?
flags ?
is_religion_enabled ?
difficulty ?
death_date ?
historical_units ?
controls ?
owns ?
modifier ?
overseas_income ?
last_send_diplomat ?
last_war ?
republican_name ?
historical_ideas ?
attrition ?
local_manpower ?
global_manpower ?
idea ?
vassal ?
guarantee ?
alliance ?
military_construction ?
building_construction ?
is_water ?
movement_progress ?
stability_cost ?
tax_income ?
current_income ?
allowed_ideas ?
trade_goods ?
last_ruler_term ?
conquered ?
holdings ?


#########
#Effects#
#########
populist_influence
civic_influence
religious_influence
mercantile_influence
military_influence
banish
alliance_with
revoke_law
add_law
senate_influence
appoint_to_court
always
remove_title
give_title
cancel_objective
add_objective
set_ruler
remove_fleet
disband_non_loyal_mercenaries
merc_warelephant
merc_archers
merc_horse_archers
merc_heavy_infantry
merc_militia
merc_cavalry
barbarian_create_client
spawn_horde
remove_traderoute
create_traderoute
immediate
assign_to_unit
remove_from_unit
remove_governor
remove_regiment
clr_character_flag
set_character_flag
chance
change_unit_allegiance
random_list
random
create_colony
assign_office
change_variable
set_variable
move_character
lose_invention
appoint_to_office
remove_country_modifier
remove_province_modifier
change_siege
change_controller
war_with
create_pirate
add_casus_belli
release
inherit
secede_province
change_manpower
remove_building
add_building
create_revolt
create_succession_war
clr_province_flag
set_province_flag
assign_leader
create_unit
set_controller
disband_regiment
clr_country_flag
set_country_flag
add_country_modifier
add_province_modifier
change_tag
remove_idea
add_idea
convert_king
change_prefered_unit
casus_belli
warelephant
archers
horse_archers
cavalry
heavy_infantry
militia
remove_core
add_core
remove_accepted_culture
add_accepted_culture
loyalty_change
wealth_change
popularity_change
remove_child
add_child
remove_spouse
add_spouse
remove_rival
add_rival
remove_friend
add_friend
birth_province
remove_trait
add_trait
change_finesse
change_charisma
change_martial
character_religion
character_culture
civil_war_start ?
start_civil_war ?
old_egyptian_succession ?
egyptian_succession ?
agnatic_seniority ?
cognatic ?
agnatic ?
grant_title_command ?
bribe_character_command ?
smear_character_command ?
assassinate_character_command ?
banish_character_command ?
execute_character_command ?
toggle_prison_command ?
revoke_decision_command ?
execute_decision_command ?
attach_to_region ?
free_hands ?
reduce_character_loyalty ?
reduce_character_popularity ?
hold_triumph ?
siege_nudge ?
embark_army ?
barbarian_settle ?
barbarian_payoff ?
barbarian_demand_surrender ?
trade_access ?
cancel_unit ?
ransom ?
trade_route_action ?
sieze_envoy_command ?
province_id ?
send_colonist ?
omen_start ?
call_omen ?
plantation_demand ?
sellprov ?
rename_sub_unit ?
rename_unit ?
clear_all_controllers ?
transfer_subunit ?
reinforce ?
merge_units ?
cb_on_religious_enemies ?
enable_religion ?
select_event_option ?
retreat ?
siege_combat ?
naval_combat ?
land_combat ?
change_maintenance ?
decrease_game_speed ?
increase_game_speed ?
create_leader ?
cancel_movement ?
enable ?
death ?

###########
#Modifiers#
###########
pirate_spawn_chance
retreat_delay
martial_modifier
finesse_modifier
charisma_modifier
monthly_populist_conviction
monthly_civic_conviction
monthly_religious_conviction
monthly_mercantile_conviction
monthly_military_conviction
populist_conviction
civic_conviction
religious_conviction
mercantile_conviction
military_conviction
ruler_conviction
populist_party
civic_party
religious_party
mercantile_party
military_party
monthly_character_prominence
barbarian_spawn_chance
seduce_cost
trade_transit_capacity
loyalty_gain_chance
battle_event_chance
civilization_spread
local_start_experience
global_start_experience
experience_decay
religious_spread
omen_failure_penalty
maintenance_cost
action_cost
max_friends
max_rivals
siege_speed
naval_organisation
land_organisation
regiment_reinforcement_speed
slaves_to_freedmen
freedmen_to_citizen
monthly_character_popularity
monthly_character_wealth
monthly_character_loyalty
ruler_popularity_gain
tribute_income_modifier
trade_income_modifier
global_defensive
local_defensive
discipline
omen_power
local_research_points_modifier
research_points_modifier
global_religious_prestige
local_religious_prestige
trade_routes
minimum_revolt_risk
technology_cost
reduced_naval_attrition
garrison_growth
global_regiment_recruit_speed
global_ship_recruit_speed
local_regiment_recruit_speed
local_ship_recruit_speed
ai_chance event choice
blockade_efficiency
leader_naval_manuever
naval_forcelimit_modifier
land_forcelimit_modifier
local_manpower_modifier
global_manpower_modifier
naval_morale
land_morale
global_population_growth
local_population_growth
trireme_speed
trireme_defensive
trireme_offensive
trireme_discipline
trireme_morale
warelephant_defensive
warelephant_offensive
warelephant_discipline
warelephant_morale
archers_defensive
archers_offensive
archers_discipline
archers_morale
horse_archers_defensive
horse_archers_offensive
horse_archers_discipline
horse_archers_morale
cavalry_defensive
cavalry_offensive
cavalry_discipline
cavalry_morale
heavy_infantry_defensive
heavy_infantry_offensive
heavy_infantry_discipline
heavy_infantry_morale
militia_defensive
militia_offensive
militia_discipline
militia_morale
trireme_cost
warelephant_cost
archers_cost
horse_archers_cost
cavalry_cost
heavy_infantry_cost
militia_cost
stability_cost_modifier
global_tax_modifier
local_tax_modifier
movement_cost
global_revolt_risk
local_revolt_risk
build_time
build_cost
election_delay ?
intrigue_missions ?
diplomatic_missions ?
multiplier ?
resource_restriction ?
allow_unit_type ?
direct_tax_percentage ?
transport_cost ?
transport_fraction ?
transport ?


###############
#Combat Events#
###############
force_attack
hold_ground
wedge
envelope
rally
consolidate ?

####OTHER####

major -??
base -??
abort -missions/objectives
enemy_provinces -m/o?
war_countries -m/o?
neighbor_countries -m/o?
cancel_mission_command -m/o?
finished_date -m/o?
null_job -??
diplo_job -??
unit_job -??
province_job -??
country_job -??
historical -??
char -??
colony_construction -??
male -??
omen -??
illegal_inventions -??
split -??
extend -??
replace -??
image -??
arrow_state -??
boost -??
female -??
trade_nudge -??
manufactory_nudge -??
city_nudge -??
warning -??
regent -??
better -??
adjacencies -??
clear -??
invasion -??
sub_unit -??
versus -??
action -??
rebel -??
recipient -??
actor -??
sea_starts -??
daily_tick -??
attributes -??
 
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Great idea Cheexsta,

Some thoughts based on experience with two of the more obscure ones:

galleys_in_province - this does not appear to work when I attempted to use it in the "allow" section of a decision
holdings - from memory, I think you can use holdings = yes/no/<province_tag>