Scopes
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Scopes select entities in order to check for conditions or apply commands.
Scopes always have a bracketed block on the right side:
<scope_name> = { #Stuff to execute in the scope. }
But not all bracketed blocks are scopes: some are function blocks (option
, trigger
, mean_time_to_happen
,...), operators (AND
), flow control statements (if
, limit
), or clause for complex conditions or commands.
Scope-change types[edit]
There are different types of scope change operators.
- Condition: Conditional scopes do return a Boolean value like other conditions
- Command: Command scopes do execute commands on the new scope
- Both: These operators can be used as both of the above.
Most of the general scope change operators have four different forms.
Name | Description |
---|---|
all_<name> | Conditional, all must meet the subconditions |
any_<name> | Conditional, at least one must meet the subconditions |
every_<name> | Command, executed on every subscope |
random_<name> | Command, executed on one random subscope |
List of Scopes[edit]
Please be aware of the following:
- If a scope has trigger set to ✓, then you may test it against a condition.
- If a scope has effect set to ✓, then you may run a command on it.
Scope | Description | Example | Trigger | Effect | From Scope | To Scope | Game Version |
---|---|---|---|---|---|---|---|
random_owned_controlled_state | Targets a random owned and controlled state | random_owned_controlled_state = { } | ✓ | ✓ | Country | State | 1.3 |
OVERLORD | Targets the overlord of a subject | RAJ = { OVERLORD = { ... } } | ✓ | ✓ | Country | Country | 1.3 |
state_id | Targets a specific state | 145 = { ... } | ✓ | ✓ | Anywhere | State | 1.0 |
any_neighbor_country | Targets any neighboring country | any_neighbor_country = { ... } | ✓ | X | Country | Country | 1.0 |
TAG | Targets a specific country | FRA = { ... } | ✓ | ✓ | Anywhere | Country | 1.0 |
any_country | Targets any country | any_country = { ... } | ✓ | X | Anywhere | Country | 1.0 |
any_enemy_country | Targets any enemy country | any_enemy_country = { ... } | ✓ | X | Country | Country | 1.0 |
all_neighbor_country | Targets all neighboring countries | all_neighbor_country = { ... } | ✓ | ✓ | Country | Country/ies | 1.0 |
all_country | Targets all countries | all_country = { ... } | ✓ | ✓ | Anywhere | Country/ies | 1.0 |
all_enemy_country | Targets all enemy countries | all_enemy_country = { ... } | ✓ | ✓ | Country | Country/ies | 1.0 |
any_state | Targets any state | any_state = { ... } | ✓ | X | Anywhere | State | 1.0 |
any_owned_state | Targets any owned state | any_owned_state = { ... } | ✓ | X | Country | State | 1.0 |
any_neighbor_state | Targets any neighboring state | any_neighbor_state = { ... } | ✓ | X | State | State | 1.0 |
any_allied_country | Targets any allied country | any_allied_country = { ... } | ✓ | X | Country | Country | 1.0 |
all_state | Targets all state | all_state = { ... } | ✓ | ✓ | Anywhere | State/s | 1.0 |
every_owned_state | Targets all owned states | every_owned_state = { ... } | ✓ | ✓ | Country | State/s | 1.0 |
all_neighbor_state | Targets all neighboring states | all_neighbor_state = { ... } | ✓ | ✓ | State | State/s | 1.0 |
all_allied_country | Targets all allied countries | all_allied_country = { ... } | ✓ | ✓ | Country | Country/ies | 1.0 |
every_country | Targets every country | every_country = { ... } | X | ✓ | Anywhere | Country/ies | 1.0 |
random_country | Targets a random country | random_country = { ... } | X | ✓ | Anywhere | Country | 1.0 |
every_neighbor_country | Targets every neighboring country | every_neighbor_country = { ... } | ✓ | ✓ | Country | Country/ies | 1.0 |
random_neighbor_country | Targets a random neighboring country | random_neighbor_country = { ... } | X | ✓ | Country | Country/ies | 1.0 |
every_enemy_country | Targets every enemy country | every_enemy_country = { ... } | ✓ | ✓ | Country | Country/ies | 1.0 |
random_enemy_country | Targets a random enemy country | random_enemy_country = { ... } | X | ✓ | Country | Country | 1.0 |
random_state | Targets a random state | random_state = { ... } | X | ✓ | Anywhere | State | 1.0 |
random_owned_state | Targets a random owned state | random_owned_state = { ... } | X | ✓ | Country | State | 1.0 |
random_neighbor_state | Targets a random neighboring state | random_neighbor_state = { ... } | X | ✓ | State | State | 1.0 |
every_state | Targets every state | every_state = { ... } | X | ✓ | State | State/s | 1.0 |
every_owned_state | Targets every owned state | every_owned_state = { ... } | X | ✓ | Country | State/s | 1.0 |
every_neighbor_state | Targets every neighboring state | every_neighbor_state = { ... } | X | ✓ | State | State/s | 1.0 |
capital_scope | Targets the capital | capital_scope = { ... } | ✓ | ✓ | Country | State | 1.0 |
NOTE: Some of these scopes may have no countries/states that match the criteria
References[edit]
Documentation | Effects • Triggers • Modifiers • Scopes • Localisation |
Scripting | AI • Bookmarks • Buildings • Cosmetic tags • Countries • Divisions • Decisions • Equipment • Events • Ideas • Ideologies • National Focuses • Resources • Technology • Units |
Map | Map • Terrain • States • Supply areas • Strategic regions |
Graphical | Interface • Graphical Assets |
Cosmetic | Portraits • Namelists • Music • Sound |
Other | Console commands • Troubleshooting • Mod structure |