FANDOM


Effect Properties

An Effect consists of the following properties:

Property Description Optional Default value Example
Type The "type" that identifies the kind of effect "Type": "WarInRegion"
IsHidden If true, the decision won't notify the user about this effect as part of the decision outcome Yes False "IsHidden": false
InterestType In case "Type" is "Interest", specifies the kind of interest Yes "InterestType": "Finance"
Target The target of this effect, i.e. whom should it be applied to. The target of this trigger, i.e. whom should it be applied to. If "Player" or "Opponent" then it's relative to the decision's Faction. "ALL" means the Effect is applied to both factions Yes Player "Target": "Opponent"
State Used for effect types related to region states. Can be either
  • Peace
  • War
Yes "State": "Peace"
IntelMissionType Used by certain EffectTypes requiring an intel mission type. NOTE: if not specified, effect is applied to ALL intel mission types. Yes "IntelMissionType": "Infiltration"
RegionAny/RegionAll Used by certain EffectTypes that need ONE random region (for "Any") or ALL (for "All") regions out of a list Yes "RegionAny": [ 11, 23 ]
LeaderAny/LeaderAll Used by certain EffectTypes that need ONE random leader (for "Any") or ALL (for "All") leaders out of a list Yes "LeaderAll": [2003, 2004]
TheaterAny/TheaterAll Used by certain EffectTypes that need ONE random theater (for "Any") or ALL (for "All") theaters out of a list Yes "TheaterAny": [ "WEEU", "EAEU" ]
UnitTypesAny/UnitTypesAll Used by certain EffectTypes that need ONE random unit type (for "Any") or ALL (for "All") unit types out of a list Yes "UnitTypesAny": [ "ArmyCommand", "FighterCommand" ]
DecisionIDValues Used by certain EffectTypes relating to other decisions Yes "DecisionIDValues": [ 1, 2 , 3 ]
StrValue Used by certain EffectTypes where custom strings are needed Yes "StrValue": "myFlag"
Value The amount of "Type" we want to inflict with this effect Yes "Value": 2
ValueArguments The meaning of value arguments Yes
Filter A logical expression that filters only certain elements of RegionAny/RegionAll, TheaterAny/TheaterAll etc. Yes
FitlerArguments The meaning of filter arguments Yes
EffectTime When the effect should take place:
  • "Now": immediately
  • "TimelineEnd": when the timeline ends
  • "EveryTimelineEnd": every time the timeline ends
Yes "Now" "EffectTime": "TimelineEnd"

Effect Types

An Effect can have any of the following Types:

Effect type Example Description
EndTurn "Type": "EndTurn" If the option containing this EffectType is picked, the turn will end
ChangeWarInRegion "Type": "ChangeWarInRegion",

"RegionAll": [ 93, 94, 95 ],

"State": "Peace"

Creates peace in region 93, 94 and 95 (changes the State value for regions)
ChangeInfluenceToTheater "Type": "ChangeInfluenceToTheater",

"Target": "Player",

"TheaterAll": [ "WEEU" ],

"Value": 0.1

Adds 10% (rounded up) to total influence in theater WEEU by raising the PolNumber of random regions. <em>If not specified, it is assumed to be target Player. </em>

If "StrValue": "Influence" the value is assumed to mean the actual influence points, not a percentage.

ChangeInfluenceToTheaterPlayer "Type": "ChangeInfluenceToTheaterPlayer",

"Target": "Player",

"TheaterAll": [ "WEEU" ],

"Value": 10

Allows the player to place 10 influence anywhere in theater WEEU. If StrValue is "EndTurn" then it ends the turn once placement is over.1) Only first theater of TheaterAll is considered
ChangeInfluenceToRegion "Type": "ChangeInfluenceToRegion",

"Target": "Player",

"RegionAll": [ 35 ],

"Value": 1

Adds 1 to Pol Influence to region 35 for the player that triggered this decision. <em>If not specified, it is assumed to be target Player. </em>
SetInfluenceToRegion "Type": "SetInfluenceToRegion",

"Target": "Player",

"RegionAll": [ 35 ],

"Value": 1

Sets  Pol Influence in region 35 to <em>1 to for the player that triggered this decision. If not specified, it is assumed to be target Player. </em>
ChangeNuclearArsenal "Type": "ChangeNuclearArsenal",

"Target": "Player",

"Value": -1

Reduces Nuclear Arsenal by 1 for Player who triggered it <em><em>If not specified, it is assumed to be target Player. </em></em>
ChangeDoomsdayClock "Type": "ChangeDoomsdayClock",

"Value": 1

Increases Doomsday Clock by 1 towards Doomsday.
ChangeVictoryPoint "Type": "ChangeVictoryPoint",

"Target": "Opponent",

"Value": 2

Increases opponent's VP by 2. <em>If not specified, it is assumed to be target Player.</em>
ChangeLeaderActivation "Type": "ChangeLeaderActivation",

"LeaderAll": [1000,1001],

"StrValue": "Active"

Activates Leaders with LeaderID 1001 and 1001.
ChangeLeaderPower "Type": "ChangeLeaderPower",

"LeaderAll": [1000,1001],

"Value": -1

Decreases Leader #1000 and Leader #1001's power by 1.
ChangeFocusPoint "Type": "ChangeFocusPoint",

"Target": "Player",

"Value": -1

Reduces Focus Point for Player who triggered it by 1 (does not end turn on its own). <em>If not specified, it is assumed to be target Player. </em>
ChangeInterest "Type": "ChangeInterest",

"Target": "Player",

"InterestType": "Elites",

"Value": 1

Increases Elites interests by 1 for player that triggered the decision If not specified, it is assumed to be target Player. 
SetInterest "Type": "SetInterest",

"Target": "Player",

"InterestType": "Government",

"Value": 1

Set Government interests to 1 for player that triggered the decision If not specified, it is assumed to be target Player.
ChangeFlag "Type": "ChangeFlag",

"StrValue": "MyFlag",

"Value": 2

Adds +2 to the current value of  flag called "MyFlag".
SetFlag "Type": "SetFlag",

"StrValue": "MyFlag",

"Value": 2

Sets a flag called "MyFlag" with value 2. Any trigger with type "CheckFlag", StrValue "MyFlag" and Value "2" or more will then become true.
ChangeChance "Type": "ChangeChance",

"DecisionIDValues": [ 30001, 30002 ],

"Value": 20

Increase chance of the Narrative DecisionsID 30001 and DecisionsID 30002 to trigger when the triggers possibility is calculated. (Revision 2674 - changed to list instead of single value)
SetChance "Type": "SetChance",

"DecisionIDValues": [ 30001, 30002 ],

"Value": 20

Set chance of the Narrative DecisionsID 30001 and DecisionsID 30003 to trigger when the triggers possibility is calculated.(Revision 2674 - changed to list instead of single value)
ChangePriority "Type": "ChangePriority",

"DecisionIDValues": [ 100, 101 ],

"Value": 20

Increase priority of Player triggered/Auto triggered DecisionsID 100 and DecisionsID 101 to trigger when the triggers are calculated. 
SetPriority "Type": "SetPriority",

"DecisionIDValues": [ 100, 101 ],

"Value": 20

Set priority of Player triggered/Auto triggered DecisionsID 100 and DecisionsID 101 to trigger when the triggers are calculated. 
Win "Type": "Win",

"Target": "Player",

"Value": 5

Player wins and victory message #5 (from Victory.json) is displayed
ChangeUnitInCR "Type": "ChangeUnitInCR",

"Target": "Player",

"UnitTypesAll": ["FighterCommand"],

"Value": 2

Grants 2 Fighter Command units to Player
BlockNextPolicy "Type": "BlockNextPolicy",

"Target": "Opponent"

Neutralizes Opponent's next policy
ActivatePolicies "Type": "ActivatePolicies",

"DecisionIDValues": [ 29004 ],

"StrValue": "Inactive"

Deactivates policy #29004
ChangeDeploymentCostInTheaterForThisTurn "Type": "ChangeDeploymentCostInTheaterForThisTurn",

"Target": "Player",

"TheaterAll": ["CEAM"],

"Value": -0.1

Deployment cost for all units for Player is discounted by 10% for one turn only.
SetDeploymentCostInTheaterForThisTurn "Type": "SetDeploymentCostInTheaterForThisTurn",

"Target": "Player",

"TheaterAll": ["CEAM"],

"Value": 0.1

Deployment cost for all units for Player is set to 0.1FP for one turn only.
ChangeWarInRegionPlayer "Type": "ChangeWarInRegionPlayer",

"Target": "Player",

"State": "Peace",

"TheaterAll": ["CEAM"],

"Value": 2

Lets the player select two warzone regions to turn into peace regions in CEAM. If StrValue is "EndTurn" then it ends the turn once placement is over.
AddLeaderAbility "Type": "AddLeaderAbility",

"LeaderAll": [2001],

"StrValue": "Fortify"

Adds Fortify ability to leader #2001
RemoveLeaderAbility "Type": "RemoveLeaderAbility",

"LeaderAll": [2001],

"StrValue": "LeaderFortify"

Removes Fortify ability from leader #2001
PrimeDecisions "Type": "PrimeDecisions",

"DecisionIDValues": [ 1234 ],

"Target": "USA"

Adds decision #1234 to fire for USA whenever possible ahead of any other with equal priority that would have come next turn
SetLeaderPower "Type": "SetLeaderPower",

"LeaderAll": [1000,1001],

"Value": 5

Sets Leader #1000 and Leader #1001's power by 5.
ActivateUIElement "Type": "ActivateUIElement",

"StrValue": "Interests"

Activates the Interests UI element
DeactivateUIElement "Type": "DeactivateUIElement",

"StrValue": "Interests"

Deactivates the Interests UI element
SetIntelMissionActivation "Type": "SetIntelMissionActivation",

"IntelMissionType": "FalseFlag",

"StrValue": "Inactive"

Deactivates the False Flag mission type for both factions.
ChangeCharacPower "Type": "ChangeCharacPower",

"DecisionIDValues": [1. 2. 3],

"Value": 3

Changes characs 1, 2 and 3 power by 3
SetCharacPower "Type": "SetCharacPower",

"DecisionIDValues": [1. 2. 3],

"Value": 3

Sets characs 1, 2 and 3 power by 3
ChangeIntelMissionPropertyValue "Type": "ChangeIntelMissionPropertyValue",

"Target": "USA",

"IntelMissionType": "Reconnaissance",

"StrValue": "BaseSuccessChance",

"Value": 0.2

Adds 20% base success chance to Reconnaissance. StrValue has to be an intel property from IntelMissions.json (only properties accepting numerical values are accepted).

If StrValue is not present, all missions are taken into account.

SetIntelMissionPropertyValue "Type": "SetIntelMissionPropertyValue",

"Target": "USA",

"IntelMissionType": "Reconnaissance",

"StrValue": "BaseSuccessChance",

"Value": 0.2

Sets base success chance of Reconnaissance to 20%. StrValue has to be an intel property from IntelMissions.json (only properties accepting numerical values are accepted).

If StrValue is not present, all missions are taken into account.

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