Will Delaying Retirement Increase Amount Disable Child Can Draw
This folio lists the codes that may be input into the Panel Window, a special debugging window that may be accessed on not-ironman games -whilst in debug mode- past pressing Shift+2, ALT+ii+one, Shift+3,§, ~, ^, °, ², or ` (key varies based upon keyboard layout). For QWERTY keyboards, the cardinal is `. Otherwise, Shift + Alt + C may work if the combinations above did not. Press the up or down pointer keys to traverse through previously executed commands. Many codes tin can be turned off by repeating the control, but sometimes reloading the salvage or exiting the game is necessary.
Character IDs can be seen by hovering the cursor over a character with debug manner enabled.
Debug mode [edit | edit source]
Debug mode is a prepare of game tools that allow to modify game beliefs exterior of normal means. It includes:
- Panel Window (accepts console commands)
- Debug Menus (including the Portrait Editor, GUI Editor, Tweak Menu and others)
- Debug Info
- Debug Character Interactions (user can instantly modify opinion, imprison and more)
- Ctrl + clicking on a portrait takes command of the character, while Alt + click kills them
- File watcher that automatically reloads changed files (including mods) into memory
Enabling debug mode [edit | edit source]
Debug mode can be enabled before launching the game and/or toggled in the game using mods. It tin can be disabled from the console, simply can't be re-enabled after it'due south closed (unless with mods).
How to enable it:
Mods [edit | edit source]
There are a number of mods, similar Gratis Console Access and Debug Toggle.
They permit to toggle the debug mode on and off, making it convenient to use the console and play, merely this doesn't enable instant reloading of files. For modding, it's ameliorate to use both a mod and launch options.
Launcher [edit | edit source]
In the game Launcher:
- Switch to Game Settings on the left
- Scroll downwards to "Open up game in Debug Mode" department and click Launch
Steam [edit | edit source]
On Steam:
- Right-click the game, open Properties
- Add
-debug_modeto the Launch Options at the bottom - Start the game
Windows [edit | edit source]
Without Steam, on Windows:
- Go to your CK3 directory, "binaries" folder
- Right-click ck3.exe and create a shortcut
- Right-click the shortcut, open up Backdrop
- In the Target field add
-debug_modeat the end (so it looks similar this"...\ck3.exe" -debug_mode) - Launch the game using the shortcut
GOG [edit | edit source]
On GOG:
- Correct-click the game, open up Settings
- Check "Add together command line arguments" and enter
debug_mode
On GOG Milky way two.0:
- In the game page, select Settings (next to the Play button at the top of the page)
- Open Manage installation and select Configure...
- Make certain the Launch parameters "Custom executables / arguments" is ticked at the lesser of the page. You tin can indistinguishable the "startgame" executable and type
-debug_modeinto the Arguments field.
Xbox Game Laissez passer [edit | edit source]
For the Xbox Game Pass / Windows ten Store edtion information technology's more complicated, equally you cannot create a normal shortcut for it, then you'll have to run the post-obit commands in Command Prompt every time you open the game:
start shell:AppsFolder\ParadoxInteractive.ProjectTitus_zfnrdv2de78ny!App -debug_mode
To simplify information technology, you lot can also create a batch (.bat) file with this command and run information technology from the desktop:
- Correct-click on your Desktop, choose New -> Text Document.
- Rename it to "ck3.bat". Make sure to remove ".txt" from the end. Ostend changes when prompted.
- Right-click the file and select Edit.
- Paste the command:
start shell:AppsFolder\ParadoxInteractive.ProjectTitus_zfnrdv2de78ny!App -debug_mode - Save the file
- Double-click it to start the game
Disabling debug mode [edit | edit source]
To activate achivements over again, disable all active mods and remove -debug_mode from launch options. After launching the game, make sure you have the right checksum. It can be found in the right corner in the Main Menu.
Debug info [edit | edit source]
When debug mode is activated, characters, interactions and events volition show debug info which is normally hidden during normal gameplay.
Characters [edit | edit source]
The following values are shown for characters under debug mode:
| Proper noun | Description |
|---|---|
| ID | The character's ID. Used to reference them in events and console commands. |
| Historical ID | |
| Fertility | The graphic symbol's fertility every bit a percentage. |
| Health | The graphic symbol'south health equally a number. Values are provided with one decimal place. |
| Stress | The amount of stress the character has. |
| Base of operations Weight | Related to the weight mechanic. |
| Target Weight | Related to the weight mechanic. |
| Current Weight | Related to the weight mechanic. |
Events [edit | edit source]
Hovering over upshot options will prove the AI weight for the option. Also, in the elevation-right corner of the event window, hovering over the question marking (?) shows internal details, including the following:
- Event ID
- Character for whom the outcome triggered
- Root character
- Saved event targets
- Saved listing targets
- Descriptions
Interactions [edit | edit source]
In a given interaction'southward menu, hovering over the regal R next to the final button volition prove the root scope, the master/secondary actors and the primary/secondary recipients.
Cheats [edit | edit source]
Cheats are console commands that can be used to give unfair advantages as opposed to sole testing purposes. They are unlike from scripted commands. Note that pressing the Tab key with the debug window open volition show a list of commands, and pressing tab over again subsequently typing chosen control will bear witness parameters bachelor for the control in the debug window.
| Command | Effect | Parameters | Example |
|---|---|---|---|
| age | Adds [corporeality] of historic period to [character id], if no character is specified and then the player character. Negative values lower it. | [amount] [character id] | historic period xx |
| add_claim | Adds a pressed claim on [ title id ] to [character id], if no character is specified and so the player graphic symbol. | [ title id ] [character id] | add_claim e_hre |
| add_doctrine | Adds [doctrine id] to [organized religion id], if no faith is specified and so the player graphic symbol's organized religion. Pressing tab reveals all doctrine IDs. | [doctrine id] [religion id] | add_doctrine doctrine_gender_equal catholic |
| add_dread | Adds [corporeality] of dread to [character id], if no character is specified then the player character. Negative values lower it. | [amount] [character id] | add_dread 100 |
| add_maa | Adds [regiment id] of of men-at-arms to [character id], if no character is specified and so the player character. Pressing tab reveals all regiment IDs. | [regiment id] [character id] | add_maa bowmen |
| add_perk | Adds [perk id] to [character id], if no character is specified and then the role player grapheme. Pressing tab reveals all perk IDs. | [perk id] [graphic symbol id] | add_perk thoughtful_perk |
| add_piety | Adds [amount] of piety to the player character. Negative values lower it. Default 1000. | [amount] | add_piety 9000 |
| add_prestige | Adds [amount] of prestige to the thespian character. Negative values lower it. Default thou. | [corporeality] | add_prestige 16000 |
| add_realm_law | Passes [police id] to the realm of [character id], if no character is specified and then the player character'due south realm. Pressing tab reveals all police IDs. | [law id] [character id] | add_realm_law crown_authority_3 |
| add_realm_law_skip_effects | Adds [law id] to the realm of [character id], if no grapheme is specified then the histrion character'southward realm. Pressing tab reveals all law IDs. | [police force id] [character id] | add_realm_law_skip_effects crown_authority_3 |
| add_relation | Adds [relation id] between [character id] and [graphic symbol id], if but one character is specified and so between the histrion character and them. | [relation id] [graphic symbol id] | add_relation friend 1234 |
| add_secret | Adds [surreptitious id] to the player character. Pressing tab reveals all surreptitious IDs. | [secret id] | add_secret secret_witch |
| add_stress | Adds [amount] of stress to [character id], if no grapheme is specified then the actor character. Negative values lower it. | [amount] [grapheme id] | add_stress 50 |
| add_title_law | Adds [succession police force id] to [title id]. | [title id] [law id] | add_title_law e_hre feudal_elective_succession_law |
| add_trait | Adds [ trait id ] to [character id], if no grapheme is specified then the player grapheme. | [ trait id ] [character id] | add_trait witch |
| add_lifestyle_xp_all | Adds [corporeality] of feel to all lifestyles of [character id], if no character is specified and so the player character. Default 1000. | [amount] [character id] | add_lifestyle_xp_all 2000 |
| add_diplomacy_lifestyle_xp | Adds [corporeality] of diplomacy lifestyle experience to [grapheme id], if no character is specified so the player character. Default 1000. | [amount] [character id] | add_diplomacy_lifestyle_xp 2000 |
| add_martial_lifestyle_xp | Adds [amount] of martial lifestyle feel to [grapheme id], if no character is specified then the player character. Default m. | [amount] [character id] | add_martial_lifestyle_xp 2000 |
| add_stewardship_lifestyle_xp | Adds [amount] of stewardship lifestyle feel to [grapheme id], if no character is specified then the player character. Default k. | [amount] [graphic symbol id] | add_stewardship_lifestyle_xp 2000 |
| add_intrigue_lifestyle_xp | Adds [amount] of intrigue lifestyle feel to [character id], if no character is specified and so the player character. Default 1000. | [amount] [grapheme id] | add_intrigue_lifestyle_xp 2000 |
| add_learning_lifestyle_xp | Adds [amount] of learning lifestyle experience to [character id], if no graphic symbol is specified then the player grapheme. Default 1000. | [amount] [character id] | add_learning_lifestyle_xp 2000 |
| bypass_requirements | Ignores the requirements for role player decisions, interactions, schemes, laws and title cosmos. | None | bypass_requirements |
| change_culture | Changes the civilization of [county id] to [civilization id]. | [county id] [civilisation id] | change_culture 496 swedish |
| change_development_level | Adds [amount] of development to [county id], if no canton is specified then the player grapheme'due south upper-case letter. Negative values lower it. | [amount] [canton id] | change_development_level 100 496 |
| change_fervor | Adds [amount] of fervor to [faith id], if no faith is specified then the histrion character'south faith. Negative values lower it. Default x. | [amount] [organized religion id] | change_fervor 100 catholic |
| change_diplomacy | Adds [amount] of affairs skill to [character id], if no grapheme is specified so the actor graphic symbol. Negative values lower it. | [corporeality] [character id] | change_diplomacy sixteen |
| change_martial | Adds [amount] of martial skill to [grapheme id], if no character is specified then the player character. Negative values lower information technology. | [corporeality] [character id] | change_martial 16 |
| change_stewardship | Adds [amount] of stewardship skill to [graphic symbol id], if no character is specified then the role player character. Negative values lower it. | [amount] [grapheme id] | change_stewardship 16 |
| change_intrigue | Adds [amount] of intrigue skill to [character id], if no character is specified and then the player graphic symbol. Negative values lower information technology. | [amount] [character id] | change_intrigue 16 |
| change_learning | Adds [corporeality] of learning skill to [graphic symbol id], if no graphic symbol is specified and then the player character. Negative values lower information technology. | [amount] [character id] | change_learning xvi |
| change_prowess | Adds [amount] of prowess skill to [grapheme id], if no character is specified then the thespian grapheme. Negative values lower it. | [corporeality] [grapheme id] | change_prowess 16 |
| clear_character_modifiers | Removes all character modifiers from [graphic symbol id], if no character is specified then the player character. | [character id] | clear_character_modifiers |
| clear_title_laws | Removes all title succession laws from [championship id]. | [title id] | clear_title_laws e_hre |
| clear_traits | Removes all traits from [character id], if no graphic symbol is specified and so the player character. | [character id] | clear_traits |
| discover_all_eras | Discovers all innovations for the culture of [character id], if no character is specified then the player character's. | [character id] | discover_all_eras all |
| discover_era | Discovers [era id] and all its innovations for the player character'south culture. Pressing tab reveals all era IDs. Default current era. | [era id] | discover_era culture_era_early_medieval |
| discover_fascination | Discovers the current fascination for the culture of [character id], if no character is specified and so the player character's. | [character id] | discover_fascination |
| discover_innovation | Discovers [innovation id] for the civilization of [character id], if no character is specified then the thespian character's. Pressing tab reveals all innovation IDs. | [innovation id] [graphic symbol id] | discover_innovation innovation_motte |
| dynasty_prestige | Adds [amount] of renown to [dynasty id], if no dynasty is specified then the player character's dynasty. Negative values lower it. Default 1000. | [amount] [dynasty id] | dynasty_prestige 100000 |
| issue start_cat_story_cycle_effect | Proceeds a pet cat | None | effect start_cat_story_cycle_effect |
| effect start_dog_story_cycle_effect | Gain a pet domestic dog | None | effect start_dog_story_cycle_effect |
| end_schemes | All schemes targeting the player character are abandoned. | None | end_schemes |
| event | Triggers [event id]. | [event id] [character id] | effect lifestyle_nicknames.0001 |
| fow | Toggles the fog of war. | None | fow |
| gain_all_dynasty_perks | Buys all dynasty legacies for the dynasty of [graphic symbol id], if no character is specified and then the role player character's. | [character id] | gain_all_dynasty_perks |
| gain_all_perks | Gives all lifestyle perks to [character id], if no character is specified then the thespian character. | [graphic symbol id] | gain_all_perks |
| give_title | Gives [championship id] to [graphic symbol id], if no character is specified then the player character. | [championship id] [graphic symbol id] | give_title e_hre |
| gold | Adds [corporeality] of gold to the player grapheme. Negative values lower it. Default 1000. | [amount] | gold 500 |
| guaranteed_scheme_success | Schemes are always successful. | None | guaranteed_scheme_success |
| guaranteed_scheme_secrecy_success | Schemes are always secret. | None | guaranteed_scheme_secrecy_success |
| instabuild | Actor Men-at-Arms are reinforced instantly. Current constructions in the histrion graphic symbol's domain are finished instantly. New constructions are finished in a day. Entering it again disables it. | None | instabuild |
| instant_birth | Pregnancies last a day. Entering information technology again disables it. | None | instant_birth |
| join_era | Enters [era id] for the culture of [graphic symbol id], if no grapheme is specified and so the player grapheme's. Pressing tab reveals all era IDs. | [era id] | join_era culture_era_high_medieval |
| kill | Kills [character id], if no character is specified and then the histrion character. | [graphic symbol id] | kill |
| know_schemes | Discovers all schemes targeting the player character. | None | know_schemes |
| merge_culture | Changes the culture of all counties of [civilisation id] to [culture id]. | [civilization id] [culture id] | merge_culture greek swedish |
| pregnancy | Impregnates female [character id] with male parent [character id], if no character is specified so an unknown father. | [character id] [character id] | pregnancy 1234 |
| remove_doctrine | Removes [doctrine id] from [religion id], if no faith is specified then the thespian character's faith. Pressing tab reveals all doctrine IDs. | [doctrine id] [faith id] | remove_doctrine doctrine_gender_equal cosmic |
| remove_nick | Removes the current nickname from [graphic symbol id], if no character is specified then the player character. | [graphic symbol id] | remove_nick |
| remove_relation | Removes [relation id] between [character id] and [character id], if only one character is specified and then between the actor character and them. | [relation id] [character id] | remove_relation friend 1234 |
| remove_trait | Removes [trait id] from [character id], if no character is specified so the histrion graphic symbol. Pressing tab reveals all trait IDs. | [trait id] [character id] | remove_trait witch |
| set_culture | Changes the culture to [culture id] for [character id], if no grapheme is specified then the actor character. Pressing tab reveals all civilisation IDs. | [culture id] [character id] | set_culture swedish |
| set_dread | Sets the dread to [amount] for [character id], if no character is specified then the player grapheme. | [amount] [character id] | set_dread 100 |
| set_faith | Changes the organized religion to [faith id] for [character id], if no grapheme is specified then the player character. Pressing tab reveals all faith IDs. | [faith id] [graphic symbol id] | set_faith catholic |
| set_focus | Sets the focus to [focus id] for [character id], if no graphic symbol is specified then the histrion grapheme. | [focus id] [character id] | set_focus diplomacy_majesty_focus |
| set_nick | Gives [ nickname id ] to [graphic symbol id], if no character is specified then the player grapheme. | [ nickname id ] [character id] | set_nick nick_the_lazy |
| set_sexuality | Changes the sexual orientation to [sexuality id] for [grapheme id], if no character is specified then the player character. | [sexuality id] [character id] | set_sexuality bisexual |
| set_stress | Sets the stress to [amount] for [grapheme id], if no grapheme is specified then the player grapheme. | [amount] [grapheme id] | set_stress 0 |
| set_diplomacy | Sets the diplomacy skill to [amount] for [character id], if no grapheme is specified then the actor character. | [corporeality] [character id] | set_diplomacy 16 |
| set_martial | Sets the martial skill to [amount] for [grapheme id], if no character is specified then the player character. | [amount] [character id] | set_martial sixteen |
| set_stewardship | Sets the stewardship skill to [amount] for [character id], if no character is specified then the player character. | [amount] [character id] | set_stewardship sixteen |
| set_intrigue | Sets the intrigue skill to [amount] for [graphic symbol id], if no graphic symbol is specified and then the player graphic symbol. | [amount] [character id] | set_intrigue xvi |
| set_learning | Sets the learning skill to [amount] for [character id], if no character is specified then the player character. | [amount] [character id] | set_learning 16 |
| set_prowess | Sets the prowess skill to [amount] for [character id], if no graphic symbol is specified and then the actor character. | [corporeality] [graphic symbol id] | set_prowess 16 |
| set_date | Sets the appointment to [twelvemonth.calendar month.solar day], if no month or solar day is specified, sets to the ane of January. | [year.calendar month.day] | set_date 1100.6.15 |
| yesmen | AI characters accept all proposals. Entering it again disables it. | None | yesmen |
| yesmen_instant | AI characters accept all proposals instantly. Entering it once more disables it. | None | yesmen_instant |
Testing commands [edit | edit source]
Testing commands are used for developer, beta tester or modder testing.
| Command | Effect | Parameters | Example |
|---|---|---|---|
| clear | Clears console history. | None | clear |
| dump_bookmark_portraits | Creates bookmark portraits of all current bookmark characters, stored in Documents\Paradox Interactive\Crusader Kings III\mutual\bookmark_portraits. Any changes applied through the barbershop volition be kept. | None | dump_bookmark_portraits |
| effect | Executes a scripted result. To run the effect on a character other than the player, utilize | [effect script] | effect test |
| faction_spawn | Spawns [faction type] if there are valid counties or courtiers to create it. | [faction type] | faction_spawn peasant_faction |
| generate_cadet_coa | Generates a new coat of arms for the actor grapheme's house. | None | generate_cadet_coa |
| guaranteed_scheme_failure | Schemes are never successful. | None | guaranteed_scheme_success |
| guaranteed_scheme_secrecy_failure | Schemes are never surreptitious. | None | guaranteed_scheme_secrecy_success |
| aid | Prints the description of [command], if empty lists all console commands. | [command] | assist help |
| instamove | Armies move ane barony per solar day. Affects AI as well equally the player. | None | instamove |
| map_editor | Opens the map editor. | None | map_editor |
| nomen | AI characters refuse all proposals. Entering information technology once again disables information technology. | None | nomen |
| observe | Enters observer mode. | None | observe |
| play | Switches graphic symbol to [character id]. | [character id] | play 1234 |
| portrait_editor | Opens the portrait editor. | None | portrait_editor |
| reload | Reloads modern and game files into memory. Press tab to see all the (many) possible targets that can be reloaded. | [filename][target] | reload events |
| run | Executes the commands in [file name]. The txt file must be placed in Documents/Paradox Interactive/Crusader Kings III/run. | None | run examination.txt |
| set_is_ai | Allows the AI to control [grapheme id]. | [grapheme id] | set_is_ai 1234 |
| set_is_player | Disallows the AI to command [character id]. | [graphic symbol id] | set_is_player 1234 |
| script_docs | Prints all effects, issue scopes, modifiers, on actions, triggers, etc. to Documents\Paradox Interactive\Crusader Kings III\logs. | None | script_docs |
| tick_development | Adds [amount] of development to all counties. | [amount] | tick_development 200 |
Trait Tags [edit | edit source]
- Main article: Traits
All traits have a tag that is referenced internally by the game. They can be constitute in game\mutual\traits\00_traits.txt. A trait's tag typically matches its name. To get a trait'southward tag from its name, perform the following steps:
- If a trait displays ii names in-game, use the one in brackets
- Supplant spaces (
) and dashes (-) with underscores (_) - Remove all apostrophes (
') - Turn all upper instance messages into lower case (
A...Z->a...z)
Traits that do not follow this blueprint have been listed below for reference.
| Trait (educational activity) | Tag |
|---|---|
| | education_diplomacy_1 |
| | education_diplomacy_2 |
| | education_diplomacy_3 |
| | education_diplomacy_4 |
| | education_martial_1 |
| | education_martial_2 |
| | education_martial_3 |
| | education_martial_4 |
| | education_stewardship_1 |
| | education_stewardship_2 |
| | education_stewardship_3 |
| | education_stewardship_4 |
| | education_intrigue_1 |
| | education_intrigue_2 |
| | education_intrigue_3 |
| | education_intrigue_4 |
| | education_learning_1 |
| | education_learning_2 |
| | education_learning_3 |
| | education_learning_4 |
| | education_martial_prowess_1 |
| | education_martial_prowess_2 |
| | education_martial_prowess_3 |
| | education_martial_prowess_4 |
| Trait (built) | Tag |
|---|---|
| | beauty_bad_1 |
| | beauty_bad_2 |
| | beauty_bad_3 |
| | beauty_good_1 |
| | beauty_good_2 |
| | beauty_good_3 |
| | intellect_bad_1 |
| | intellect_bad_2 |
| | intellect_bad_3 |
| | intellect_good_1 |
| | intellect_good_2 |
| | intellect_good_3 |
| | physique_bad_1 |
| | physique_bad_2 |
| | physique_bad_3 |
| | physique_good_1 |
| | physique_good_2 |
| | physique_good_3 |
| | fecund |
| | pure_blooded |
| | depressed_1 / depressed_genetic |
| | lunatic_1 / lunatic_genetic |
| | possessed_1 / possessed_genetic |
| Trait (lifestyle) | Tag |
|---|---|
| | blademaster_1 |
| | blademaster_2 |
| | blademaster_3 |
| | hunter_1 |
| | hunter_2 |
| | hunter_3 |
| | mystic_1 |
| | mystic_2 |
| | mystic_3 |
| | reveler_1 |
| | reveler_2 |
| | reveler_3 |
| | physician_1 |
| | physician_2 |
| | physician_3 |
| | family_first |
| | lifestyle_herbalist |
| Gardener | lifestyle_gardener |
| Trait (other) | Tag |
|---|---|
| | kinslayer_1 |
| | kinslayer_2 |
| | kinslayer_3 |
| | wounded_1 |
| | wounded_2 |
| | wounded_3 |
| | infertile |
| | devoted |
| Order Member | order_member |
| | faith_warrior |
| | crusader_king |
| | pneumonic |
| | clubfooted |
| | savior |
| | viking |
| | child_of_concubine_female |
| | child_of_concubine_male |
| | pilgrim |
| Diplomatic Courtier | diplomatic_court_1 |
| Valued Diplomatic Courtier | diplomatic_court_2 |
| Warlike Courtier | warlike_court_1 |
| Valued Warlike Courtier | warlike_court_2 |
| Administrative Courtier | administrative_court_1 |
| Valued Administrative Courtier | administrative_court_2 |
| Intrigue Courtier | intrigue_court_1 |
| Valued Intrigue Courtier | intrigue_court_2 |
| Scholarly Courtier | scholarly_court_1 |
| Valued Scholarly Courtier | scholarly_court_2 |
| Pioneer | military_engineer |
Innovation tags [edit | edit source]
- Primary article: Innovation
Innovation IDs usually lucifer their name. The following innovations employ a different ID however:
| Innovation | Tag |
|---|---|
| | innovation_currency_01 |
| | innovation_development_01 |
| | innovation_catapult |
| | innovation_repeating_crossbow |
| | innovation_mobile_guards |
| | innovation_hussar_raids |
| | innovation_longboats |
| | innovation_african_canoes |
| | innovation_currency_02 |
| | innovation_development_02 |
| | innovation_house_soldiers |
| | innovation_desert_mountain_herding |
| | innovation_stem_duchies |
| | innovation_currency_03 |
| | innovation_development_03 |
| | innovation_east_settling |
| | innovation_currency_04 |
| | innovation_development_04 |
Spawning artifacts [edit | edit source]
Most artifacts are randomly generated through complex scripts and cannot exist spawned with the console. However historical artifacts can be created that fashion. To spawn an artifact copy ane of the following lines in the console. The game volition crash without the { Possessor = this } scope.
| Command | Artifact |
|---|---|
| effect create_artifact_al_dawat_effect = { OWNER = this } | al-Dawat |
| effect create_artifact_al_hafir_effect = { Possessor = this } | al-Hafir |
| outcome create_artifact_pedestal_al_jabal_effect = { Possessor = this } | al-Jabal |
| effect create_artifact_al_sayf_al_khass_effect = { OWNER = this } | al-Sayf al Khass |
| effect create_artifact_al_taj_crown_effect = { OWNER = this } | al-Taj al-Sharif |
| effect create_artifact_pedestal_al_yatima_effect = { OWNER = this } | al-Yatima |
| effect create_artifact_abhidhamma_pitaka_effect = { Possessor = this } | Abhidhamma Pitaka |
| effect create_artifact_afarganyu_effect = { OWNER = this } | Afarganyu |
| effect create_artifact_arms_of_alexander_effect = { OWNER = this } | Alexander'due south Armor |
| effect create_artifact_aruval_effect = { Possessor = this } | Ancient Aruval |
| effect create_artifact_kantele_effect = { OWNER = this } | Ancient Kantele |
| issue create_artifact_angelicas_ring_effect = { Owner = this } | Angelica's Ring |
| consequence create_artifact_aram_effect = { Owner = this } | Aram |
| effect create_artifact_sculpture_ark_of_covenant_effect = { Possessor = this } | Ark of the Covenant |
| effect create_artifact_ascalon_effect = { OWNER = this } | Ascalon |
| event create_artifact_sculpture_babr_e_bayan_effect = { OWNER = this } | Babr-e Bayan |
| effect create_artifact_wall_banner_thankfulness_effect = { Owner = this } | Banner of Thankfulness |
| effect create_artifact_pedestal_branch_relic_boog_effect = { OWNER = this } | Branch of Somb, the Outset Tree on Earth |
| effect create_artifact_pedestal_branch_relic_hinduism_effect = { OWNER = this } | Branch of one of the Wish-Granting Kalpavrikshas |
| effect create_artifact_pedestal_branch_relic_slavic_effect = { Owner = this } | Branch of the Tree of Life standing on the rock Alatyr |
| outcome create_artifact_bronze_head_effect = { Owner = this } | Bronze Head |
| effect create_artifact_khanda_effect = { OWNER = this } | Formalism Khanda |
| event create_artifact_chinese_caligraphy_effect = { Possessor = this } | Chinese Calligraphy |
| effect create_colada_effect = { OWNER = this } | Colada |
| consequence create_artifact_pedestal_justinian_effect = { Possessor = this } | Crown of Justinian |
| effect create_artifact_nikephoros_crown_effect = { OWNER = this } | Crown of Nikephoros Two Phokas |
| effect create_artifact_crystal_carving_effect = { OWNER = this } | Crystal Carving |
| outcome create_artifact_pedestal_cup_jamshid_effect = { OWNER = this } | Cup of Jamshid |
| effect create_artifact_curtana_effect = { Owner = this } | Curtana |
| issue create_artifact_dagger_of_rostam_effect = { OWNER = this } | Dagger of Rostam |
| result create_artifact_pedestal_david_harp_effect = { Possessor = this } | David's Harp |
| effect create_artifact_wall_banner_kaviani_effect = { OWNER = this } | Derafsh Kaviani |
| consequence create_artifact_dhammapada_effect = { Owner = this } | Dhammapada |
| effect create_artifact_dragvandil_effect = { OWNER = this } | Dragvandil |
| upshot create_artifact_durendal_effect = { OWNER = this } | Durendal |
| effect create_artifact_excalibur_effect = { OWNER = this } | Excalibur |
| event create_artifact_pedestal_great_diamond_effect = { Possessor = this } | Great Diamond |
| event create_artifact_edmund_head_effect = { OWNER = this } | Caput of St. Edmund |
| effect create_artifact_ibeji_effect = { Owner = this } | Ibeji |
| upshot create_artifact_pedestal_ikenga_effect = { Owner = this } | Ikenga |
| effect create_artifact_wall_banner_edessa_effect = { OWNER = this } | Prototype of Edessa |
| effect create_artifact_pedestal_crown_iron_effect = { OWNER = this } | Fe Crown of Lombardy |
| effect create_artifact_jewelled_danda_effect = { OWNER = this } | Jeweled Danda |
| result create_artifact_joyeuse_effect = { OWNER = this } | Joyeuse |
| result create_artifact_kaves_apron_effect = { OWNER = this } | Kave's Frock |
| result create_artifact_essen_crown_effect = { OWNER = this } | Kinderkrone |
| effect create_artifact_kladenets_effect = { OWNER = this } | Kladenets |
| upshot create_artifact_legbiter_effect = { OWNER = this } | Legbiter |
| effect create_artifact_makarakundala_effect = { Possessor = this } | Makarakindala |
| event create_artifact_mantle_of_the_prophet_effect = { Owner = this } | Pall of the Prophet |
| effect create_artifact_sword_mmaagha_kamalu_effect = { OWNER = this } | Mmaagha Kamalu |
| event create_artifact_monomachus_crown_effect = { Possessor = this } | Monomachus Crown |
| result create_artifact_pedestal_koh_i_noor_effect = { OWNER = this } | Mountain of Lite |
| effect create_artifact_nagelring_effect = { OWNER = this } | Nagelring |
| effect create_artifact_navaratna_effect = { OWNER = this } | Navaratna |
| effect create_artifact_olifant_effect = { OWNER = this } | Olifant |
| effect create_artifact_papal_tiara_effect = { OWNER = this } | Papal Tiara |
| result create_artifact_peacock_throne_effect = { Owner = this } | Peacock Throne |
| upshot create_artifact_sculpture_cabinet_pentapyrgion_effect = { OWNER = this } | Pentapyrgion |
| effect create_artifact_robe_kassapa_effect = { OWNER = this } | Piece of Kassapa's Robe |
| issue create_artifact_qadib_al_mulk_effect = { Owner = this } | Qadib al-Mulk |
| effect create_artifact_quernbiter_effect = { OWNER = this } | Quern-Biter |
| effect create_artifact_reichskrone_effect = { OWNER = this } | Reichskrone |
| effect create_artifact_ruyi_effect = { OWNER = this } | Ruyi |
| effect create_artifact_zomorrodnegar_effect = { Owner = this } | Shamshir-east Zomorrodnegar |
| effect create_artifact_pedestal_shankha_conch_effect = { Possessor = this } | Shankha Conch |
| effect create_artifact_siddhachakra_effect = { Possessor = this } | Siddhachakra |
| effect create_artifact_skull_cap_charlemagne_effect = { OWNER = this } | Skull Cap of Charlemagne |
| issue create_artifact_sledovik_effect = { OWNER = this } | Sledovik |
| result create_artifact_spear_of_the_prophet_effect = { Owner = this } | Spear of the Prophet |
| effect create_artifact_staff_kakusandha_effect = { Owner = this } | Staff of Kakusandha |
| effect create_artifact_throne_scone_effect = { Owner = this } | Stone of Scone |
| event create_artifact_sutta_pitaka_effect = { Possessor = this } | Sutta Pitaka |
| effect create_artifact_wall_sword_attila_effect = { OWNER = this } | Sword of God |
| effect create_artifact_wall_muhammad_sword_effect = { Possessor = this } | Sword of Muhammad |
| consequence create_artifact_szczerbiec_effect = { Owner = this } | Szczerbiec |
| effect create_artifact_throne_charlemagne_effect = { Possessor = this } | Throne of Charlemagne |
| upshot create_artifact_throne_solomon_effect = { Owner = this } | Throne of Solomon |
| outcome create_artifact_wall_cid_sword_effect = { OWNER = this } | Tizona |
| result create_artifact_turquoise_throne_effect = { Owner = this } | Turquoise Throne |
| effect create_artifact_vinaya_pitaka_effect = { Owner = this } | Vinaya Pitaka |
| result create_artifact_konagamana_effect = { Possessor = this } | Water Filter of Koṇāgamana |
| effect create_artifact = { proper noun = pope_joan_book_name description = pope_joan_book_desc blazon = book visuals = book modifier = artifact_monthly_piety_2_modifier save_scope_as = pope_joan_book } | Tales of Pope Joan |
| result create_artifact = { proper noun = lady_godiva_book_name description = lady_godiva_book_desc type = book visuals = book modifier = artifact_attraction_opinion_3_modifier save_scope_as = lady_godiva_book } | Tales of Lady Godiva |
| effect create_artifact = { name = caligula_book_name description = caligula_book_desc type = book visuals = book modifier = artifact_dread_gain_mult_1_modifier save_scope_as = caligula_book } | V Hundred Lashes |
| effect create_artifact = { proper noun = nasreddin_book_name description = nasreddin_book_desc type = volume visuals = book modifier = artifact_monthly_diplomacy_lifestyle_xp_1_modifier save_scope_as = nasreddin_book } | Tales of Nasreddin |
| effect create_artifact = { name = valmiki_book_name clarification = valmiki_book_desc type = book visuals = book modifier = artifact_monthly_diplomacy_lifestyle_xp_1_modifier save_scope_as = valmiki_book } | Epigrams of Valmiki |
| effect create_artifact = { proper name = ruler_hero_book_name description = ruler_hero_book_desc type = book visuals = book modifier = artifact_monthly_diplomacy_lifestyle_xp_1_modifier save_scope_as = ruler_hero_book } | Tales of [ROOT.Char.GetTitledFirstNameNoTooltip] |
| consequence create_artifact = { name = sinbad_book_name description = sinbad_book_desc type = book visuals = book modifier = artifact_monthly_martial_lifestyle_xp_1_modifier save_scope_as = sinbad_hero_book } | Journeys of Sinbad |
Title Tags [edit | edit source]
- Main article: Titles
All titles have an internal title tag that tin be found in game\common\landed_titles\00_landed_titles.txt. Title tags have a prefix based on their rank, followed by an underscore (_) and so their proper name.
| Rank | Prefix | Case |
|---|---|---|
| | b_ | Wigmore -> b_wigmore |
| | c_ | Sundgau -> c_sundgau |
| | d_ | Sicily -> d_sicily |
| | k_ | Denmark -> k_denmark |
| | e_ | Persia -> e_persia |
Title Tags can also be seen in their respective title lists:
- List of baronies
- List of counties
- Listing of duchies
- List of kingdoms
- Listing of empires
Finding title tags based on in-game name [edit | edit source]
The title ID may not lucifer the championship's proper name in-game. For example, the player may take their game prepare to a language other than English language or a title has a culture-specific name. Use the following steps to find a title ID purely on its in-game proper name:
- Navigate to the file located at
game\localization\LANGUAGE\titles_l_LANGUAGE.yml, replacingLanguagewith your game language. - Open the file with a text editor like Notepad++ and search for any instances of the in-game name using CTRL + F.
- If you managed to find a match:
- The line should look similar to
b_my_barony_name:0 "In-game proper name for barony". - The title ID is the word earlier the
:0, therefore beingb_my_barony_namein this example.
- The line should look similar to
- If you could not notice a match:
- Close the file.
- In the same folder equally the previous file, open the file
titles_cultural_names_l_LANGUAGE.yml, replacingLANGUAGEappropriately. - Echo your search for the title'due south in-game name in this file.
- When yous find a match, it should look like so:
cn_lunden:0 "Lunden". - Remember/copy the word before the
:0(in this example,cn_lunden); this is a cultural proper noun key of the title. - Shut the file.
- Navigate to the file
game\mutual\landed_titles\00_landed_titles.txtand open information technology with your text editor. - Perform a search for the cultural proper noun key you found in the previous file (e.1000.,
cn_lunden). - The search query should state within a block named
cultural_namesenclosed past curly brackets ({,}). - Read the lines above until you reach some other kickoff of a block (denoted by
b_london = {). Ignore any blocks likecolor = {orcolor2 ={. - The word in place of
b_londonis your title ID.
Finding custom title tags [edit | edit source]
Custom titles (i.e. the title of a player created Empire) practise not follow the same naming convention. To observe the ID:
- From the debug panel apply the command
explorerto open Object Browser - In Object Browser choose Provider: Landed Titles
- Enter search term
- Hover over the Proper noun field to evidence the championship card
See likewise [edit | edit source]
- Nickname ID
- Decision ID
References [edit | edit source]
Source: https://ck3.paradoxwikis.com/Console_commands
Posted by: bishopknoton.blogspot.com

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