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]


Modding
Documentation EffectsTriggersModifiersScopesLocalisation
Scripting AIBookmarksBuildingsCosmetic tagsCountriesDivisionsDecisionsEquipmentEventsIdeasIdeologiesNational FocusesResourcesTechnologyUnits
Map MapTerrainStatesSupply areasStrategic regions
Graphical InterfaceGraphical Assets
Cosmetic PortraitsNamelistsMusicSound
Other Console commandsTroubleshootingMod structure