The province retains its original culture and religion. Toggles debug display of normals/bounding boxes/collisionĬolonizes and cores an unsettled province (and gets some prestige). The religions have the following identifier:Īdds church power to the player ( Protestant, Anglican, Hussite and Jewish religion) If only a province id is specified the religion of the province is changed to the state religion of the current country If no province id or tag is specified, the state religion of the current country is changed. Default is 5000 ducats.Ĭreate or upgrade/downgrade a center of trade.Ĭhange religion of a province or country. Get diplomatic power (default value: 999)Īdds ducats to the treasury. Sets army professionalism for the target country (default value: 100)Īdds army tradition to the target country (default value: 50)Īsserts trigger (otherwise causes test failure)Ĭhange ownership, core, set culture and religionĪdd to a country's authority ( Inti religion)īalance data dumped to game.log, with regions (development,number of provinces) and countries (tax, manpower, development, number of forts). Print invalid AI command counts to ai.logĪnnexes the specified tag without adding cores Makes ai reevaluate all region assignments Note: the commands always prints the information for the current country. Sets the age of the game: 0 is Age of Discovery,1 is Age of Reformation,2 is Age of Absolutism and 3 is Age of Revolution.Įnables/Disables AI for all nations or a specific tag Get administrative power (default value: 999) The estates have the following identifier:Īdd_republican_tradition Pirate Republic Factions: pr_buccaneers / pr_smugglers / pr_captainsĪdds an heir (The current heir is immediately killed.)Īdd specified country tag to your interest.Revolutionary Republic Factions: rr_jacobins / rr_royalists / rr_girondists. Merchant Republic Factions: mr_aristocrats / mr_traders / mr_guilds.Celestial Empire Factions: temples / enuchs / bureaucrats.The province becomes a backer of the current issue in the parliament.Īdds 1 new cardinal to a Catholic nation. Toggle AI diplomatic responses ( on: always accept off: normal response)ĭisplays province ID, country tag, and border distance when mousing over provinces.Ĭhange ownership, core, set culture and religion. Maximizes monarch points if no number specified. Get military power points (if not specified, gives 999) Get diplomatic power points (if not specified, gives 999) Get administrative power points (if not specified, gives 999) It was last verified for version 1.30.Įxtra Money (if not specified, gives 5000)Īdds prestige. Slackening recruitment in the Military tabĪlternatively, you can make adjustments to your manpower loss by fighting smarter.Please help with verifying or updating this section.You can also get an immediate supply of manpower from: Building soldier’s households in grain, livestock, or wine provinces.Building barracks and training fields in provinces with high manpower.Developing your provinces’ base manpower.This mainly involves increasing your national manpower. If you prefer to use other idea groups, you still have other ways to address your needs. Their first two ideas should be enough: Levée en Masse The amount regained depends on your manpower recovery speed and your national manpower.Īdopting the Quantity idea group usually solves any manpower deficits.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |