Console commands

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This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for Vanilla.

This page deals with commands used in the console. For the modding term, see commands.

This page lists the codes which may be inputted into the Console Window, a special debugging window which may be accessed by hitting either Alt+21 or Shift+2. Many codes can be unloaded by repeating the command, but sometimes reloading the save or exiting the game is necessary.

Commonly used[edit]

Command Effect
cash (Insert Number) Extra Money
manpower (Insert Number) Extra Manpower (in thousands)
piety Add Piety
prestige Add Prestige
legitimacy [<AMOUNT>] Set the legitimacy of the ruler
adm [<AMOUNT> OPTIONAL] Get administrative power points
dip [<AMOUNT> OPTIONAL] Get diplomatic power points
mil [<AMOUNT> OPTIONAL] Get military power points
yesman Toggle AI diplomatic responses (on: always accept; off: normal response)
fow Toggle fog of war on/off
ti Toggle terra incognita on/off

List of commands[edit]

Press Shift+2, ยง, ~, or ALT+21, or Shift+3 to access the console (key varies based on keyboard layout)

Command Effect Example
add_cb [<casus belli tag>] [<target country tag>] Add casus belli against target country add_cb cb_crusade MAM
add_core [<Province ID>] Add core add_core 23
add_claim [<Province ID>] Adds a claim to the given province add_claim 46
add_natives [<ProvinceID>] [<Amount>] Add natives to given province(100 times input number) add_natives 1765
add_opinion [<Country tag>] Add opinion to/from tag
add_pi [<Country tag>] Add papal influence to tag
add_pa [<Country tag>] Add patriarch authority to tag
add_reformlevel [<Amount>] Add reform level to the empire
add_interest [<Country tag>] Add specified country tag to your interest
stability Add Stability stability 2
add_colonist [<Country tag>] Add a colonist to a country
add_heir [<Target Country Tag>] Add an heir of a tag add_heir 51
add_missionary [<Country tag>] Add a missionary to a country
add_diplo Add diplomatic entroute
morehumans [number] Add more humans morehumans 1000
piety Add Piety
population [<ProvinceID>] [<Amount>] Add population to a province [Only works on colonies]
prestige Add Prestige
power [<stability/tech_table_key/idea_key>] Add the specified idea group
add_idea_group [<Idea group key>] Add the specified idea group
annex [<Target Country Tag>] Begin annex/annexes the specified tag
integrate [<Target Country Tag>] Integrates the specified tag into own country (adds cores)
controll [<Province ID>] Change controller during war Note typo in-game as of 1.5.1
mapmode [Mapmode type (int)] Change mapmode.
own [<Province ID>] [<Country ID>] Change ownership of a province for specified country (adds no core) own 1001 ITA
nextsong Changes the currently playing soundtrack
clear Clears the console clear
savegame Creates an savefile savegame
discover [<Target Country Tag>] Discover capital of target tag
helphelp Displays "No help for you!" in the command box helphelp
selflearningai Enables/Disables Self-Learning AI (easter egg - joke command)
event [event id] [<Target Country Tag>] Executes an event event 3041 51
manpower (Insert Number) Extra Manpower (1000 times input number)
cash (Insert Number) Extra Money
fow Fog of War on/off ! fow
poll force Polls valid Events
adm [<AMOUNT> OPTIONAL] Get administrative power points. Gives 999 points if no amount is given, even if the maximum number of points for the current country is greater than 999. adm 50
dip [<AMOUNT> OPTIONAL] Get diplomatic power points. Gives 999 points if no amount is given, even if the maximum number of points for the current country is greater than 999. dip 50
mil [<AMOUNT> OPTIONAL] Get military power points. Gives 999 points if no amount is given, even if the maximum number of points for the current country is greater than 999. mil 50
powerpoints [<AMOUNT> OPTIONAL] Get max power points in all powers.
winwars Gives max war score in all wars lead by your country winwars
nudge Go to the nudge tool nudge
combatsound How often does the combat view give a random sound? 0-50 0 the lowest 50 the highest
imperial_authority [VALUE] Increase your Imperial Authority
kill_cardinal Kills the first cardinal in the list
kill_heir [<Target Country Tag>] Kills the heir of a tag e.g.: kill_heir FRA. requires 2 spaces before the TAG
die [<Target Country Tag>] Kills the monarch of a specified country kill FRA
oos Make the client go oos
prices Price Info. recorded on the gamelog in Documents\Paradox Interactive\Europa Universalis IV\logs
help [command name] Print out all console commands or a specific command description
memory Prints out the used memory
balance Region Balance output
reloadinterface Reloads the entire interface useful when you play for a long time, to avoid laggyness
reload [VAR] Reloads the gui (reload gui) or lua file (reload lua) type
remove_cb [<casus belli tag>] [<target country tag>] Remove casus belli from target country
remove_core [<Province ID>] Remove core
remove_interest [<Country tag>] Removes specified country tag from your interest
remove_claim [<ProvinceID>] Removes your claim on a specified province remove_claim 246
remove_defender_faith Removes the defender of the Faith for the players religion
requestgamestate Requests the gamestate from host
score Score output
legitimacy [<AMOUNT>] Set the legitimacy of the ruler
spritelevel [<Sprite level>] Sets a forced sprite level. Specify no argument to reset.
setmissionaryprogress [<ProvinceID>] [<Amount>] Sets the missionary progress for a province.
papvotes Shows all votes for a cardinal in the tooltip of his name
IP Shows your IP
pirate [<Province ID>] Starts a Pirate in a province adjected to water pirate 1039
revolt [<Province ID>] Starts a Revolt in the specified province revolt 32
tag [<Country tag>] Switch tag to another country (play another country)
observe(spectator) Switches to play no country at all, and no longer shows messages or pauses the game
testmission [<Mission Name>] Tests a mission without triggering it
testevent [<Event ID>] [<Character ID>] Tests an event without triggering it
aiview Toggles additional AI info
yesman Toggle AI diplomatic responses (on: always accept; off: normal response)
msg Toggles all messages popup
collision(debug_collision) Toggles debug display of normals/bounding boxes/collision
fullscreen Toggles fullscreen
ti(debug_ti) Toggles Terra Incognita on/off
nopausetext Toggles the pausebanner for nicer screenshots.
fow(debug_fow) [<Province ID> OPTIONAL] Turns off fog of war in a province or in general
validateevents Validates all events without triggering it
vassalize [<Target Country Tag>] Vassalize the specified tag vassalize FRA
time tells you the current time in the command box
date [date in format yyyy.mm.dd] Changes current date
siege [<Province ID>] Wins the siege in the specified province siege 78
reset_mission_cancel [<Country tag>] Resets time to new mission after cancelling old one
leader [fire] [shock] [maneuver] [siege] Adds leader to the current country; takes values 0-9999 (Tested)
debug_mode Displays province ID, country tag, and border distance when mousing over provinces. As well as event IDs in event options.

Events[edit]

List of events Name of events Event's effect
2001 Protestant Reformation Triggers Protestant Reformation in your country
3008 The End of Internal Conflicts Removes Internal Conflicts from your country, +2 stability
4021 Philosopher +1 stab / +50 prestige
4022 Scientific evolution -10% ADM tech cost
4023 Land investment -10% MIL tech cost
4024 Naval investment -10% DIP tech cost
4025 Reduced stability cost -20% stability cost
4026 Trading investment -10% DIP tech cost
4027 Theologian +2% missionary strength
4028 Governement investment -10% ADM tech cost
4029 More tariffs +10% global tariff
4030 Spymaster +15% spy offense/defense
4031 DIP power bonus +50 DIP power point
4032 DIP power bonus +25 DIP power point
4104 Master of Mint +0.1 yearly inflation reduction
4110 Experienced navigator +10% colonial range
4114 Truly great captain +0.25 moral of army
4115 Brilliant Army Organizer +10% land forcelimit modifier
4116 Inspirational Leader +10% discipline
4117 Competent Quatermaster +15% reinforcement speed
4118 Extraordinary Master Recruiter +10% national manpower modifier
4119 Great Defensive Thinking +25% fort defense
4120 National Security +10% National spy defense
5015 Excellent minister +10 army/navy tradition
5019 Excellent year +50% tax modifier
5022 Rush of Colonists' Receive extra colonists / monetary benefits
5023 Rush of merchant +1 merchant
5024 Diplomatic move +30 opinion random country
5025 Excellent Diplomacy +5 prestige / 25 DIP power
5027 Reformation of the army +20 army tradition /+50 MIL power
5032 Reformation of the Navy +20 navy tradition /+50 MIL power
5037 Agricultural Revolution Gain +1 base tax or +26 manpower in province
5038 Agricultural Revolution Gain +2 base tax & 50 gold or +26 manpower in province & +15% manpower (3 months)
5039 Agricultural Revolution Gain +2 base tax & 100 gold or +52 manpower in province & +15% manpower (5 months)
5040 Good Government Policies +1 stability / +25 ADM/MIL/DIP power / 20% of total income
5056 Diplomatic Insult Get Diplomatic Insult CB on neighbor / +60 opinion to neighbors
5057 Improved Fortifications -50 gold & Local defensive + 10% (til 1821) / lose 1 prestige
5060 Comet Sighted! -1 stability / -1 stability / -1 stability
5061 Saint Performs Miracles +1 stability & +0.05% Reform Desire / +5 papal influence
5062 Regulation of the Medical Profession +5% goods produced / +15 ADM power
5070 Monopoly Founded +15% trade efficiency & 50 DIP / 150% yearly income
6418 excellent year gain manpower
6419 Excellent vintage -5% local revolt risk
6423 Hardy Seamen +2 navy tradition
6426 Excellent supplies -5% heavy light ship cost
9006 Christian Converts Convert capital to Catholic / religious uprising
9500 Grain Sets colony to produce Grain
9501 Fish Sets colony to produce Fish
9502 Wine Sets colony to produce Wine
9503 Wool Sets colony to produce Wool
9504 Cloth Sets colony to produce Cloth
9505 Fur Sets colony to produce Fur
9506 Salt Sets colony to produce Salt
9507 Naval Supplies Sets colony to produce Naval Supplies
9508 Copper Sets colony to produce Copper
9509 Gold Sets colony to produce Gold
9510 Iron Sets colony to produce Iron
9511 Slaves Sets colony to produce Slaves
9512 Ivory Sets colony to produce Ivory
9513 Tea Sets colony to produce Tea
9514 Chinaware Sets colony to produce Chinaware
9515 Spices Sets colony to produce Spices
9516 Coffee Sets colony to produce Coffee
9517 Cotton Sets colony to produce Cotton
9518 Sugar Sets colony to produce Sugar
9519 Tobacco Sets colony to produce Tobacco
9520 Slavery Abolished in $ProvinceName$ Sets colony to produce Unknown
9522 Cocoa Sets colony to produce Cocoa
9469 Heir born "under a star" gives choice between Alexander (6 MIL), Caesar (6 ADM), or Johan (6 DIP)
ideagroups.102 More Nobility in the Army +5 army tradition
ideagroups.110 Nobles support the State -2 war exhaustion
ideagroups.207 Better Administration -2 inflation
ideagroups.208 Our People Revel in Freedom -5% stability cost
ideagroups.213 For Freedom +0.5 moral of army
ideagroups.214 Our Rights -2 national revolt risk
ideagroups.215 In Defense of the Mercantile Interest +1 mercantilism
ideagroups.216 Agricultural Boom +5% production efficiency
ideagroups.217 Tolerance for all +2 tolerance
ideagroups.218 To the Colors +25% manpower recovery /reinforce speed
ideagroups.305 The Scientific Revolution Continues -2.5% DIP/MIL/ADM tech cost
ideagroups.307 Innovation Wave -5% DIP/MIL/ADM tech cost
ideagroups.500 New Spy techniques +10% spy offense
ideagroups.600 Cabinet Dynamism +10% national tax modifier
ideagroups.602 Succesful Embassy +30 relation with random neighbor nation
ideagroups.606 Improved Reputation +5 diplomatic reputation
ideagroups.703 Recruits flock to the standards -30% recruitement time
ideagroups.900 Business is Booming +5% trade efficiency
ideagroups.902 Our Merchants are adventuring +25% trade range
ideagroups.904 Trade Policy Success +25% trade range +5% trade efficiency
ideagroups.906 Income Bonanza + income in random trade node
ideagroups.907 Competitive Advantage +10% trade steering
ideagroups.908 Cooperation with the Merchant class +5% national trade income
ideagroups.909 Support for Mercantilist Policies +1 mercantilism
ideagroups.1000 Popular Support for our Grand navy -5% naval maintenance modifier
ideagroups.1004 Naval Developments -2.5% DIP tech cost
ideagroups.1006 Improved Blockade Tactics +20% blockade efficiency
ideagroups.1008 Naval Technical Developments -2.5% DIP tech cost
ideagroups.1015 Our Fleet is the pride of the Nation +10 navy tradition
ideagroups.1018 Abundance of Sailors +10 navy tradition
ideagroups.1100 Production Improvements +10% production efficiency
ideagroups.1102 Successful Bureaucracy +2.5% tax modifier
ideagroups.1108 Local Tax Increase +1 base tax random province
ideagroups.1200 Colonist Rush +5% settler chance +25 global settler -33% travel time
ideagroups.1203 Excellent Viceroys +10% oversea income
ideagroups.1306 Iron Ships +5% heavy ship combat ability
ideagroups.1307 Protected Commerce +10% trade steering +5% light ship combat ability
ideagroups.1308 The Power of the Fleet +10% recovery navy moral
ideagroups.1309 Steady Boys +5% discipline
ideagroups.1310 Back to the Front +10% recovery army moral
ideagroups.1404 Horse Population Boom -10% cavalry cost
ideagroups.1405 Surplus Equipment -10% infantery cost
ideagroups.1406 Cheap Iron -10% artillery cost
ideagroups.1407 Timber Surplus -10% ship cost
ideagroups.1500 Wave of Immigration Colony gains 200 population
ideagroups.1502 Colonial Enthusiasm +5% settler chance +25 global settler -33% travel time
ideagroups.1503 Diplomatic moves +1 diplomatic relation
ideagroups.1504 Ship Building Boom -20% shipbuilding time
ideagroups.1505 Enhanced Reputation +5 diplomatic reputation
ideagroups.1506 Trade Success +5% national trade income
ideagroups.1600 Centralization Yields Benefits +5% tax modifier
ideagroups.1605 Generous Terms -1 interest per annum
ideagroups.1606 Good Advice +1 possible advisor
republics.1 Debates in Republics +1 stability and -20 republican tradition or -1 stability and +20 republican tradition
republics.2 Freetraders winning debates +2 republican tradition and -3 mercantilism or -2 republican tradition and +3 mercantilism
republics.3 The Death of the Republic Government Type changes to Despotic Monarchy
republics.4 Freetraders winning debates +2 republican tradition and -3 mercantilism or -2 republican tradition and +3 mercantilism
republics.14 Trade Focus +1 merchant OR +15% global trade modifier
republics.37 Areas of Research +10% stability cost modifier -6% technology cost

See also[edit]