Europa Universalis V allows players to use console commands to make in-game changes during matches. If you have the console UI active, you can enter various codes and expect various outcomes. This list will show gamers all the available console commands in Europa Universalis V.
How to Activate Console Commands in Europa Universalis V
To ensure you can use Console Commands, go to your Europa Universalis V launch settings via Properties. In the Launch Options, enter -debug_mod. If the console lines aren’t working, go in-game and go to Settings. In the Input Bindings, select Reset to Defaults or look for the Console key input binding to edit the command.
List of All Europa Universalis V Console Commands
|
Console Command |
Effect |
|---|---|
|
3dstats |
Toggles 3D Stats |
|
3dstats.EnableDescriptorStats |
Toggles Descriptor Stats |
|
3dstats.EnableGfxZoneStats |
Toggles 3D Gfx Zone Stats |
|
3dstats.EnableTextureStats |
Toggles Texture Stats |
|
action_timer |
Dump times to process each action type |
|
add_core [<amount>] |
Add a core location |
|
add_institution_progress / institution [<instituion_tag> <location_tag><amount>] |
adds institution progress |
|
add_random_trait [<id>] |
Adds a ruler trait to a character |
|
add_research / addresearch [<amount>] |
Gain Research Progress |
|
add_subunit [<subunit_def>] |
Adds a subunit |
|
add_trait [<trait>] |
Adds a specific trait to the ruler |
|
Adjacencies.Rebuild |
Rebuild all adjacencies |
|
age / change_age [<age_tag>] |
changes the age |
|
ai [<CountryTag>] |
Create/disable AI for tag |
|
ai_currency [<currency>,<amount>, <location/rebel>] |
Evaluate additional currency for AI |
|
ai_currency_misses |
Prints the missed AI currency modifiers to log file |
|
ai_currency_viewer |
Toggles the AI Currency Viewer. |
|
ai_daily_dryrun [<CountryTag>] |
Run AI daily tick without executing |
|
ai_daily_execute [<CountryTag>] |
Run AI daily tick |
|
ai_daily_print [<CountryTag>] |
Run AI daily tick and print results |
|
ai_diplomatic_objectives_viewer |
Toggles the Ai Diplomatic Objectives Viewer. |
|
ai_monthly_currency [<currency>,<amount>, <location/rebel>] |
Evaluate additional monthly currency for AI |
|
ai_monthly_dryrun [<CountryTag>] |
Run AI monthly tick without executing |
|
ai_monthly_execute [<CountryTag>] |
Run AI monthly tick |
|
ai_monthly_print [<CountryTag>] |
Run AI monthly tick and print results |
|
ai_recalc_peace_deals |
Recalculate AI peace deals |
|
ai_recalc_strategy |
Recalculate AI strategy for all countries |
|
ai_tactical_dryrun [‘hourly’/’daily’,<CountryTag>] |
Run tactical AI without executing |
|
ai_tactical_execute [‘hourly’/’daily’,<CountryTag>] |
Run tactical AI for single country |
|
ai_tactical_print [‘hourly’/’daily’,<CountryTag>] |
Run tactical AI and print results |
|
ai_targets_viewer |
Toggles the AI Targets Viewer. |
|
animation_editor |
Opens the Animation Editor |
|
annex [<CountryTag>] |
Player annexes a tag |
|
antagonism [[<location>]<value>] |
Gives antagonism centred on nations capital or location parameter if supplied |
|
area_report |
checks if any areas have any problems |
|
ArmyTradition |
adds currency (ArmyTradition) |
|
artist [<artist_type>] |
Create an artist |
|
audio.cpu_info |
Shows current cpu usage |
|
audio.list_events |
List audio events |
|
audio.play_event [Audio event] |
Play audio event |
|
audio.set_rtpc [RTPC name] [RTPC value] |
Set Wwise RTPC |
|
audio.set_state [State name] [State value] |
Set Wwise State |
|
audio.set_switch [Switch name] [Switch value] |
Set Wwise Switch |
|
AudioPersistentObjectManager.PostAudioEvent |
Runs an audio even on a “persistent” audio object |
|
bad_goods |
checks if any locations have bad raw materials |
|
bankrupt [<CountryTag>] |
Bankrupts a nation |
|
biyearly_country_pulse |
|
|
border_distance [<CountryTag>] |
gets border distance between current and given country |
|
braindeadai [<CountryTag>] |
Enable/disable brain dead AI for tag |
|
build_everything / be [<location><id>/<country><tag>/<region><id>/ all] |
Build everything possible in a location / country or region |
|
building / add_building [<building_type><location>] |
Adds a building to a location |
|
building_queue_buildings [<countrytag>] |
Shows which buildings are on the building queue |
|
building_queue_clear [<countrytag>] |
Clears all candidates in a building queue in AI memory |
|
building_queue_stats [<countrytag>] |
Shows queue of buildings in AI memory |
|
building_queue_top [<countrytag>] |
Shows the top 5 candidates in a building queue in AI memory |
|
building_report / br |
reports the base upkeep cost for all buildings |
|
buildings_over_limit |
dumps to the error log any buildings that have a level set that is above the maximum |
|
ByPassRequirements |
toggles the cheat mode ByPassRequirements |
|
calc_threat_level [<CountryTag><CountryTag>] |
Shows the threat level second nation poses to first nation 0-1 |
|
Camera.Debug |
Prints out camera debug information |
|
Camera.Goto / goto [<location>] |
Moves the camera to a location |
|
Camera.Load |
Load camera position |
|
Camera.Save |
Save camera position |
|
Camera.SetTransform [X] [Y] [Z] [Zoom] [Pitch] [Yaw] |
Sets camera transform |
|
cash |
adds currency (cash) |
|
cb / add_casus_belli,casus_belli [<country-tag>] |
add a cb on target country |
|
cd_pop_editor |
Toggles the CD pop editor. |
|
change_control / chg_ctrl [<location><amount>] |
Changes Control, quantity is expected to be between 0.0 a 1.0f |
|
change_date [<year>] |
changes the date |
|
change_devastation / chg_deva [<location><amount>] |
Changes devastation, quantity is expected to be between 0.0 a 1.0f |
|
change_dynastic_name [<countrytag>] |
Changes dynastic name of a country |
|
change_garrison [<location>] |
changes a location’s garrison |
|
change_government / changeGov [<Government Type>] |
Change government of your country |
|
change_winter / chg_winter [<location><amount>] |
Changes winter level, level is expected to be between 0 to 3 |
|
Cities.PrintUsedSchematics |
Prints a list of all of the schematics used in city mesh lists |
|
clear / clr |
Clear console. |
|
clear_ai_objectives [<CountryTag>] |
Clears AI military and diplomatic objectives for tag |
|
clear_map |
Clear map (just for debugging) |
|
clear_pools |
Clear UI pools |
|
clear_spawned_schematics |
Removes all debug entities (spawned via spawn_schematic) |
|
clearlines |
Clear lines |
|
clearspawnedentities |
Clears entities spawned with spawnentity command |
|
coa [<country>] |
dumps the country’s COA representation to error log |
|
coa_export [<string>] |
dumps COAs that start with this string to your documents. If the argument is ‘random’, it will generate 100 random COA based on the current player country. If you leave the string empty it will output all CoA in the game! |
|
codetest |
Command for easy code testing |
|
colonize [<location>] |
creates a colony for target locations’ province |
|
colonize_and_finish [<location>] |
creates a colony for target locations’ province and then finishes the colonial charter immediately |
|
compound_nodeeditor |
Compound Node Editor |
|
conquer [<location_id>] |
conquers an location |
|
conquer_area [<area>] |
conquers an area |
|
conquer_country [<countrytag>] |
conquers a country |
|
conquer_province [<province_definition>] |
conquers a province definition |
|
conquer_region [<region>] |
conquers a region |
|
content_report / cr |
writes out the amount of unique content per tag |
|
convert [<location>] |
changes religion of all pops in location to state religion |
|
convert_character [<religion><id>] |
changes religion of a character |
|
copy_dna [<id>] |
Copy/shows adn of a character |
|
copy_mouse_pos |
Copies the mouse position into the clipboard |
|
crash |
Cause the application to crash |
|
CrashReporter.DeleteCrashData |
Delete local crash dumps older than X days. |
|
CrashReporter.SimulateCrash |
Simulates a crash (resulting in the game exiting). |
|
create_character [<male/female>] [lowborn/random/new] |
Create a Character |
|
create_pu [<CountryTag>] |
Creates a personal union with another country |
|
cultural_influence [<culture><value>] |
changes cultural Influence |
|
cultural_tradition [<culture><value>] |
changes cultural Tradition |
|
culture [<culture>] |
changes culture |
|
damage_all_units [<CountryTag>] |
damage all units in target country |
|
data_types_explorer |
Opens the data types explorer dockable |
|
Debug.Achievements.ListAll [<value>] |
Puts the achievements system in debug mode |
|
Debug.Achievements.ResetAll |
Locks all achievements again |
|
Debug.Achievements.ToggleDebug [<value>] |
Puts the achievements system in debug mode |
|
Debug.TextureMode [Name of debug mode] |
Enables a texture mode for debugging |
|
debug_animation_time |
Ignores pause and overrides scale time setting it to 1.0. |
|
debug_estate_logic |
runs some estate logic for debug |
|
debug_mode |
Toggles debug mode |
|
declarewar [<CountryTag>] |
A victim country, optionally followed by attacker (defaults to player) |
|
DelayDiploReply |
toggles the cheat mode DelayDiploReply |
|
dialect_override [<language/dialect>] |
overrides all dynasties, characters, locations display names with this dialect |
|
diplomats [<amount>] |
Gain diplomatic actions |
|
disaster / activate_disaster [<disaster>] |
activate disaster |
|
discover / ti [<location key>/ all] |
Discover one or all locations |
|
discover_area / da [<area key>/ all] |
Discover one or all areas |
|
disease / spawn_disease [<disease>] |
Spawns a Disease |
|
Dockables.Create [Dockable layout name] |
Create dockable |
|
Dockables.CreateUserLayout [Dockable layout name] |
Create a new user layout copy of current layout, with new name. |
|
Dockables.DeleteUserLayout [Dockable layout name] |
Delete layout as user layout |
|
Dockables.HideLayout |
Hide any shown dockable layout |
|
Dockables.SaveUserLayout [Dockable layout name] |
Save current layout to disk as user layout, optionally under a new name. |
|
Dockables.ShowLayout [Dockable layout name] |
Show an existing (user) layout, hide current layout |
|
Dockables.ShowManager |
Show dockable layout manager |
|
Doom |
adds currency (Doom) |
|
drawcmdsviewer |
Draw Cmds Viewer |
|
dump_data_types / DumpDataTypes |
dumps the registered data types |
|
dump_ref_lookup_memory_report |
|
|
dump_tweakables |
Dumps all available tweakables to the specified file in the user folder. |
|
dynasties_report |
writes out the dynasty per country |
|
economy |
resets the pop demands and processes the markets |
|
Ecs.RunRenderingBenchmark [Schematic name] [Number of instances] [Duration (s)] |
Executes the ecs rendering benchmark |
|
ecs_dependency_editor |
ECS Dependency Graph Editor |
|
ecs_scene_viewer_dockable |
Ecs Scene Viewer Dockable |
|
effect [<location_id>] |
execute effect |
|
embrace_all |
Embraces all active institutions |
|
enable_all_commands [<location_id>] |
Be the QA you always dreamed to be |
|
end_parliament_issue |
Ends a parliament issue in your country with success |
|
endgame / gameover |
Forces the endgame screen to appear. |
|
entity_designer |
Opens the Entity Designer Previewer |
|
entity_designer_node_editor [Name of the schematic to open] |
Opens the Entity Designer Node Editor |
|
entity_editor |
Entity Editor Dockable |
|
error |
Show errors in log |
|
estate_gold [<estate_type><gold>] |
Adds gold to an estate |
|
estate_satisfaction [<estate_type><progress>] |
Adds satisfaction to an estate |
|
event [eventid] [target] |
Trigger an event |
|
event_counts |
Print event debug counts |
|
event_probabilities [<on_action key> [lean]] |
dump in error log of breakdown of events (triggers, probabilities…) for the on_action in input. |
|
explorer |
Shows an object explorer window |
|
explorer_reset |
Resets the object explorer position and defaults |
|
famine |
Completely wipes food stockpiles in markets and provinces |
|
FastDiplo |
toggles the cheat mode FastDiplo |
|
FastRebels |
toggles the cheat mode FastRebels |
|
favor / favors [<CountryTag><amount>] |
adds favors in a target country |
|
finalise_resolution [<ResolutionID>] |
Finalizes a resolution in an IO |
|
finish_all_colonies |
finishes a colony for target locations’ colonial charter |
|
finish_colony [<location>] |
finishes a colony for target locations’ colonial charter |
|
finish_constructions [<location>] |
finish all constructions in a location |
|
finish_current_religious_focus |
Completed progress on current religious focus |
|
force_oos |
Force a desync, modifies the random count |
|
force_resync |
Host will force a resync in an MP game |
|
form_union [<junior partner>] |
Form a union with another country |
|
formable_report |
writes out the formables without advances |
|
four_yearly_country_pulse |
|
|
freeze [<location>] |
freezes a sea location |
|
FullSettings [Optional file where the full settings will be saved] |
Generates a settings with all the options, even unmodified ones |
|
gamelog |
Show game log |
|
gfx.reloadtexture |
Reload textures |
|
gfx.skin |
select active gfx skin |
|
give_birth [<id>] |
force a pregnant to give birth |
|
give_units [<CountryTag>] |
Give select unit to target country |
|
GovernmentPower |
adds currency (GovernmentPower) |
|
Graphics.CapFramerate |
|
|
GUI.AnimationTimeline.LogStats |
Dump stats of the GUI Animation Timeline system to the debug log. |
|
GUI.ClearWidgets |
Clear dummy widget |
|
GUI.CreateDockable [File name] [Widget name] [Dockable id. If doesn’t exist, it will be registered] |
Create dummy dockable widget. With 0 arguments the file name will be gui/test_gui.gui, and the widget name will be test_window |
|
GUI.CreateWidget / gui_test,test_gui [File name] [Widget name] |
Create dummy widget. With 0 arguments the file name will be gui/test_gui.gui, and the widget name will be test_window |
|
gui_animation_curve_editor |
GUI Animation Curve Editor Dockable |
|
gui_animation_editor |
GUI Animation Editor Dockable |
|
gui_data_profiler |
Gui Data Profiler |
|
Harmony |
adds currency (Harmony) |
|
help [command name] |
Print out all console commands or a specific command description. |
|
helplog |
Print out all console commands to game.log file. |
|
Honor |
adds currency (Honor) |
|
icon_report |
checks if any icon database is missing a tooltip |
|
ignore_paused_time / ignore_pause [<Bool Type>] |
Make the time smoother to ignore that the game is paused, so animation can run even when the game is paused. |
|
imperial_authority [<amount>] |
adds a imperial_authority to the hre |
|
impregnate [<id>] |
Impregnate a character |
|
Inflation |
adds currency (Inflation) |
|
init_flow_editor |
Init Flow Dependency Editor |
|
inspect_player_country |
Opens the inspector with the player country |
|
InstantCasusBelli |
toggles the cheat mode InstantCasusBelli |
|
InstantConstruction |
toggles the cheat mode InstantConstruction |
|
InstantExploration |
toggles the cheat mode InstantExploration |
|
InstantMission |
toggles the cheat mode InstantMission |
|
InstantMove |
toggles the cheat mode InstantMove |
|
InstantSiege |
toggles the cheat mode InstantSiege |
|
InstantWar |
toggles the cheat mode InstantWar |
|
institution_editor |
Toggles the institution editor. |
|
integrate_all |
Integrates all provinces |
|
io_stats / iostats |
Toggles IO Stats |
|
io_stats.Reset / iostats.reset |
Resets IO Stats |
|
Karma |
adds currency (Karma) |
|
kick [<Player name>] |
Kicks a player with the given name |
|
kill [<id>] |
Kills a character |
|
kill_all_units [<CountryTag>] |
kill all units in target country |
|
kill_character [<id>] |
Kills a character |
|
kill_unit [<UnitID>] |
kill the unit with this ID, kills selected unit when no id is supplied |
|
lend [<CountryTag><amount><interest><months>] |
lend money to target country |
|
list_bankruptcies |
Shows a list of all bankrupt countries |
|
list_dhe_for |
Lists what DHEs were fired for a tag |
|
list_entity_nodes [{entity name}] |
Shows a list with the names of the nodes of the specified entity |
|
list_entity_submeshes [{entity name}] |
Shows a list with the names of the submeshes of the specified entity |
|
list_high_debt_countries |
Shows a list of all high-debt countries |
|
load [file name] |
Load gamestate from savegame on disk |
|
LoadingScreen |
toggles the cheat mode LoadingScreen |
|
Localization.ToggleIncludeKeyInLocOutput |
Includes the loc key in localization output |
|
Localization.ToggleOnlyKeyInLocOutput |
Shows only the loc key in localization output |
|
Localization.ToggleSkipDataSystemInLocOutput |
Don’t run the data system at all in loc |
|
location_language_loc [<language/dialect> <region/area>] |
outputs missing location locs to the error log by language or dialect |
|
log |
log list: Print a list of all log categories and sinks … set level/patterns per category |
|
Log.ClearAll |
Clears all logs |
|
Log.ClearErrorLog |
Clears out error.log and resets the error count |
|
log_status |
Log Status Dockable |
|
log_ticktask_performance |
Start outputting ticktask performance data to profiling.log |
|
log_viewer |
Log Viewer Dockable |
|
lose_to [<country-tag>] |
makes the player lose to the target country |
|
make_subject [<subject_type><countrytag>] |
makes subject out of a country |
|
Manpower |
adds currency (Manpower) |
|
Map.SavePNG [<map mode>] [<file name>] [<yes/no> Should render flat (optional)] |
Save a png of the map with a specific color mode |
|
Map.SavePNGScaled [<map mode>] [<file name>] [<yes/no> Should render flat (optional)] |
Save a png of the map with a specific color mode with a selected size |
|
map_editor |
Toggle map editor |
|
mapmode [<MapMode>] |
Give select unit to target country |
|
mapmode_report |
checks if any map mode is missing a tooltip |
|
MapObjects.CheckLocators() [[optional] numbers of pixels to search for other location] |
Checks what locators are inside the province that should contain them |
|
MapObjects.Debug |
Prints out map object debug information |
|
MapObjects.DebugDefaultLocatorTransforms |
Generates debug lines for game object locator default placement |
|
MapObjects.GenerateGameLocators [<type>] [<filename>(optional)] |
Generates locators for the game’s map objects |
|
maritime_presence [<amount>] |
Add maritime presence to seazone |
|
measure_frame_time [“start” or “stop” measuring] |
Measures avg/min/max frame time and prints the result to debug.log once stopped |
|
memory_stats / memstats |
Toggles Memory Stats |
|
memory_stats.Reset / memstats.reset |
Resets Memory Stats |
|
merge_culture_group [<name>] |
Merges a culture group |
|
mesh_importer |
Mesh Importer |
|
mesh_importer_browser |
Mesh Importer Browser |
|
minidump [file path] |
Creates a minidump |
|
MipLevelDebugTool |
Toggles MipLevelDebugTool |
|
monthly_country_pulse |
|
|
monthly_situation [<situation>] |
ticks a month for a situation |
|
move_random_pop [<source location><destination location>] |
moves a random pop from source to destination |
|
Music.ListTracks |
Lists all registered music tracks |
|
Music.PauseFactor |
Shows or sets the current pause_factor of the music system |
|
Music.PlayTrack [<track name>] |
Plays the specified track |
|
Music.Reset |
Resets the music system |
|
Music.StopTrack |
Stops the currently playing track |
|
NavyTradition |
adds currency (NavyTradition) |
|
net_stats / netstats |
Toggles Net Stats |
|
net_stats.Reset / netstats.reset |
Resets Net Stats |
|
new_culture [<name>] |
Makes a new culture for the player with the given name |
|
no_owner_pops |
dumps to the error log any locations that have no pops of the location’s owner |
|
no_peace_deals |
toggles the cheat mode no_peace_deals |
|
NoMan |
toggles the cheat mode NoMan |
|
NoRandom |
toggles the cheat mode NoRandom |
|
number_of_buildings [<countrytag>] |
Shows building numbers |
|
observe / ob |
start observing the game |
|
occupy_area [<area>] |
occupies an area, only locations belonging to nations at war with the player |
|
occupy_country [<countrytag>] |
occupies a country |
|
occupy_floodfill [<location_id>] |
occupies a location |
|
occupy_location [<location_id>] |
occupies a location |
|
occupy_province [<province>] |
occupies a province, only locations belonging to nations at war with the player |
|
occupy_region [<region>] |
occupies a region, only locations belonging to nations at war with the player |
|
oos_dump |
Dumps OOS info |
|
oos_prompt [<local/dummy>] |
Shows the oos_prompt window |
|
opinion [<Bool Type><Float Type>] |
Adds Opinion for target country versus player |
|
overpopulation / op |
writes out the locations with overpopulation |
|
override_scale_time / overr_scale, [<Bool Type><Float Type>] |
Override the scale for gfx time based on game speed |
|
parliament_issue [<parliament_issue>] |
Change parliament issue in your country |
|
particleeditor |
Particle Editor |
|
pirate [<area>] |
adds a pirate to the area |
|
players |
Lists all players on server |
|
policy / add_policy [<policy>] |
changes a policy |
|
pop_editor |
Toggles the pop editor. |
|
population [<location>] |
changes a location’s population |
|
port_editor |
Toggles the port editor. |
|
Portrait.ClearCache |
Clears the portrait cache. Forces all portraits to refresh |
|
portrait_editor / pe |
Open the portrait editor |
|
Prestige |
adds currency (Prestige) |
|
print_location_list / location_list |
Writes data about locations in a csv format |
|
print_randomlog |
Prints the current randomlog |
|
print_selected_illustration_info / prt_ill_info [eventidverbose] |
Prints debug info about selecting an illustration |
|
print_selected_images_info / prt_img_info [eventid] [verbose] |
Prints debug info about image selection in the illustration of an event |
|
PrintLocationBiome [[optional] location id to print biome for] |
Prints the biome of the hovered (or entered as argument) location |
|
printmap [<mapmode>] [<filename>] [<yes/no> Should render flat (optional)] |
Writes out the current worldmap to file |
|
pseudoLoc |
Enable/Disable Pseudo Localization on Text Widgets |
|
Purity |
adds currency (Purity) |
|
raid [<location_id>] |
raids slaves from the target location |
|
RandomLog |
Toggles random logging |
|
rebel_progress [<id><progress>] |
Adds rebel_progress to a rebel |
|
recalc_cached_data |
Recalculates the cached data in the game state, which is not persisted in the save game |
|
recalc_loc [<location>] |
recalcs modifiers in a location |
|
recalc_trade_path_cache |
Recalculate all trade path caches |
|
reform_desire [<amount>] |
players religion gets reform desire |
|
release_mode |
Toggles release mode |
|
religion [<religion>] |
changes religion |
|
ReligiousInfluence |
adds currency (ReligiousInfluence) |
|
reload [file name] |
Reloads assets |
|
reload_pin_collections() |
Reload Pin Collections |
|
reload_terrain2_materials() |
Reload terrain2 textures |
|
remove_bankruptcy [<CountryTag>] |
Removes the bankruptcy modifier from a nation |
|
remove_location_from_all_ios [<location_id>] |
removes location from ios |
|
RemoveFogOfWar |
toggles the cheat mode RemoveFogOfWar |
|
rendertype |
Reports what render backend is used |
|
research [<advance>] |
researches a specific advance |
|
research_all |
Researched all advances in all trees |
|
reset_agendas |
Resets agendas in parliament |
|
resupply_all_units [<CountryTag>] |
max food for all units in target country |
|
revolt [<rebel_id>] |
A revolt starts in target country |
|
Righteousness |
adds currency (Righteousness) |
|
RitePower |
adds currency (RitePower) |
|
river_validation_report / rvr |
checks if the river bitmap is valid |
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road_editor |
Toggles the road editor. |
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run [{effect file}] |
execute effect file in /run |
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run_economy_stats |
Runs the economy stats gathering |
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run_select_expand_objectives [<countrytag>] |
Runs the select expand objectives for the country |
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Sailors |
adds currency (Sailors) |
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save [file name] |
Saves current game state to disk |
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save_game_analyzer |
Open the save game analyzer |
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save_replay [file name] |
Saves current recorded replay to disk |
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scene_editor |
Opens the Scene Editor |
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screenshot |
Take screenshot |
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Script.Profiling.Gui |
Show script profiler gui |
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Script.Profiling.Restart |
Stop and then restart capturing script profiling data |
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Script.Profiling.Start |
Starts capturing script profiling data |
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Script.Profiling.Stop |
Stop capturing script profiling data |
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script_docs / script_documentation |
Prints script documentation |
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SDL.EventLogging |
|
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seazone_report |
checks if any seazone has any errors |
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SelfControl |
adds currency (SelfControl) |
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Session.GetEnabledDLCs |
Gets the enabled DLCs for this session |
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set_adm [<id><ability>] |
Sets adm ability for a character |
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set_dip [<id><ability>] |
Sets dip ability for a character |
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set_flag [<flag_definition>] |
overrides this country’s flag |
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set_mil [<id><ability>] |
Sets mil ability for a character |
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set_societal_value [<societal_value><position>] |
Sets the societal value |
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settings |
Spawns a settings GUI with an optional argument for an initially selected category |
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setup_editor |
Toggles the setup editor. |
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shader_debug |
|
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shader_editor |
Shader Editor Dockable |
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show_diplomacy_stats |
Shows the diplomacy stats |
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show_economy_stats |
Shows the economy stats |
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show_saving_mode [<CountryTag>] |
Shows the saving mode a country has |
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situation / activate_situation [<situation>] |
activate situation |
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slavery |
ticks the slavery process |
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societal_values_report / svr |
checks if all societal values have enough impact on it |
|
spawn_in_every_location() |
Spawn a schematic of the desired type in every location. It can be limited in fov, fow, or player |
|
spawn_schematic [schematic name] |
Runs entity schematic with the specified parameters |
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spawnentity [<entity name>] [<state>(optional)] |
Spawns specified entity at cursor position |
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spawnentity_at [<entity name>] [x] [y] [<state>(optional)] |
Spawns specified entity at xy-position |
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spawnline [<line name>] [<start position ‘x,y,z’> (no spaces)] [<end position x,y,z> (no spaces)] |
Spawns specified line between 2 positions |
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SplineNetwork.AppendAssets |
|
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SplineNetwork.ClearAssets |
|
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spy / spies [<CountryTag><amount>] |
adds spies to your network in a target country |
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Stability |
adds currency (Stability) |
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start_annex [<country-tag>] |
starts an annexation of the given country |
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start_location_gfx_test [<Frames per Location>] |
Starts gfx location tests |
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stockpile [<market location key><goods key>[<amount>]] |
Stockpile goods |
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stop_location_gfx_test |
Ends gfx location tests |
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subject_stance [<CountryTag>,<Stance>] |
Set subject stance for tag |
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suicide [<id>] |
Kills a character, defaults to yourself |
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swapchain.buffers |
Query/Set swapchain buffers |
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switchlanguage [language name] |
Reload localization files and switch language |
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t [<CountryNamePrefix>] |
Change player to specific country name (only unique prefix needed) |
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tag [<CountryTag>] |
Change player to specific tag |
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terrain2.reload [data source (’empty’ or ‘dataset’)] |
Reloads the terrain or terrain-related assets |
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test_save |
Check save and load persistence |
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texturelist |
Texture List |
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textureviewer |
Texture Viewer |
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thaw [<location>] |
thaws a sea location |
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Threading.TaskThreadCount [The number of task threads] |
Set or get the number of task threads |
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tick_day [<location>] |
Ticks any number of days |
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tick_population [<location>] |
Monthly tick for population in a location |
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TickTask.Graph |
Open a graph view of the tick tasks |
|
TickTask.List |
Open a graph view of the tick tasks |
|
time |
What time is it? |
|
tools.skins |
Skin Editor |
|
trigger [{trigger script}] |
test trigger script |
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trigger_animations |
Trigger a named set of animations |
|
trigger_flag_animation() |
Trigger flag animations |
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trust [<CountryTag><amount>] |
adds trust in a target country |
|
tweak |
Spawns a tweaker GUI |
|
unit_age [<age>] |
Forces a Debug age for all units on screen |
|
unit_viewer |
Unit Viewer Dockable |
|
update_characters |
update character counts for player |
|
update_flow_editor |
Update Flow Dependency Editor |
|
update_graph_nodeeditor |
Update Graph Editor |
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update_pop_cache |
Recalculates the cached data related to pops in the player country |
|
version |
Prints the version to the console and the game log. |
|
vsync |
Toggle main swapchains vsync |
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war_on_player [<CountryTag>] |
A declaring country optionally followed by the victim (defaults to player) |
|
war_viewer |
Toggles the War Viewer. |
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WarExhaustion |
adds currency (WarExhaustion) |
|
watch / ww |
Enables watch windows |
|
WatchWindows |
toggles the cheat mode WatchWindows |
|
weather [<location><front/cyclone/tornado>] |
Creates a new weather in target location |
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win_siege [<location>] |
forces a siege to be won in the target location |
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workofart [<work_of_art_type> [<location>[<quality>]]]] |
Create a work of art |
|
world_levies |
raise all levies in the world |
|
write_popdata / popdata |
writes out pop information |
|
Yanantin |
adds currency (Yanantin) |
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yearly_country_pulse |
|
|
YesMan |
toggles the cheat mode YesMan |