Below is a comprehensive list of console commands, tools, and debugging functions designed for gameplay, development, and testing purposes. These commands are categorized for easier navigation and optimized for clarity.
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### General Commands
– **Effectoos_prompt**: Shows the OOS prompt window.
– **oos_dump**: Dumps Out-Of-Sync (OOS) information.
– **print_randomlog**: Prints the current randomlog.
– **force_oos**: Forces a desync by modifying the random count.
– **force_resync**: Host will force a resync in a multiplayer game.
– **event [eventid] [target]**: Triggers an event.
– **manpower**: Adds currency (manpower).
– **spawnentity [entity]**: Spawns an entity.
– **crashCause**: Causes the application to crash (for testing).
– **debug_mode**: Toggles debug mode.
– **release_mode**: Toggles release mode.
– **version**: Prints the version to the console and game log.
– **endgame**: Forces the endgame screen to appear.
### Crash Reporting & Files
– **CrashReporter.DeleteCrashData [X]**: Deletes local crash dumps older than X days.
– **minidump [file path]**: Creates a minidump.
– **reload [file name]**: Reloads assets.
### GUI Commands
– **GUI.CreateWidget [File name] [Widget name]**: Creates a dummy widget. Defaults are `gui/test_gui.gui` and widget name `test_window` if no arguments are provided.
– **GUI.CreateDockable [File name] [Widget name] [Dockable id]**: Creates a dummy dockable widget. Registers new dockable if ID doesn’t exist. Defaults to `gui/test_gui.gui` and `test_window`.
– **GUI.ClearWidgets**: Clears dummy widgets.
### Dockables and Layouts
– **Dockables.Create [Dockable name]**: Creates a dockable.
– **Dockables.CreateUserLayout [Layout name]**: Creates a new user layout copy of the current layout with a new name.
– **Dockables.SaveUserLayout [Layout name]**: Saves the current layout to disk under a user layout.
– **Dockables.DeleteUserLayout [Layout name]**: Deletes a user layout.
– **Dockables.ShowLayout [Layout name]**: Shows an existing user layout and hides the current one.
– **Dockables.HideLayout**: Hides any shown dockable layout.
– **Dockables.ShowManager**: Shows dockable layout manager.
### Editor Toggles
– **map_editor**: Toggles the map editor.
– **pop_editor**: Toggles the population editor.
– **cd_pop_editor**: Toggles the CD population editor.
– **war_viewer**: Toggles the war viewer.
– **ai_currency_viewer**: Toggles the AI currency viewer.
– **ai_diplomatic_objectives_viewer**: Toggles the AI diplomatic objectives viewer.
– **ai_targets_viewer**: Toggles the AI targets viewer.
– **port_editor**: Toggles the port editor.
– **institution_editor**: Toggles the institution editor.
– **road_editor**: Toggles the road editor.
– **setup_editor**: Toggles setup editor.
### Audio Commands
– **AudioPersistentObjectManager.PostAudioEvent [event]**: Runs an audio event on a persistent audio object.
– **Music.StopTrack**: Stops the currently playing track.
– **Music.PauseFactor [value]**: Shows or sets the current pause factor of the music system.
– **Music.PlayTrack [track]**: Plays the specified music track.
– **Music.Reset**: Resets the music system.
– **Music.ListTracks**: Lists all registered music tracks.
### AI Commands
– **ai [on/off] [tag]**: Enables or disables AI for the specified country tag.
– **braindeadai [on/off] [tag]**: Enables or disables brain-dead AI for tag.
– **clear_ai_objectives [tag]**: Clears AI military and diplomatic objectives for a tag.
– **ai_recalc_strategy [‘hourly’/’daily’]**: Recalculates AI strategy for all countries on specified interval.
– **ai_tactical_dryrun [‘hourly’/’daily’]**: Runs tactical AI logic without executing.
– **ai_tactical_print [‘hourly’/’daily’]**: Runs tactical AI and outputs results.
– **ai_tactical_execute**: Executes tactical AI for a single country.
– **ai_daily_dryrun**: Runs AI daily tick logic without execution.
– **ai_daily_print**: Runs AI daily tick and prints results.
– **ai_daily_execute**: Runs AI daily tick.
– **ai_monthly_dryrun / ai_monthly_execute / ai_monthly_print**: AI monthly tick operations and reports.
– **ai_recalc_peace_deals**: Recalculates AI peace deals.
– **ai_currency [, ]**: Evaluates additional currency for AI.
– **ai_monthly_currency [, ]**: Evaluates additional monthly currency for AI.
### Player & Country Management
– **Change player to specific country name or tag**: Use the country name or unique tag prefix.
– **ai**: Create or disable AI for a country tag.
– **kick [player name]**: Kicks a player from the server.
– **new_culture [name]**: Creates a new culture.
– **merge_culture_group**: Merges a culture group.
### Units and Warfare
– **give_units [unit] [country]**: Gives selected unit(s) to the target country.
– **kill_all_units [country]**: Kills all units belonging to a country.
– **kill_unit [unit ID]**: Kills a specific unit by ID or the currently selected unit.
– **resupply_all_units [country]**: Resupplies all units in the target country with maximum food.
– **damage_all_units [country]**: Damages all units in the target country.
– **world_levies**: Raises all levies worldwide.
– **start_annex [country]**: Starts an annexation of a given country.
– **lose_to [country]**: Makes the player lose to a specific country.
– **cb [target country]**: Adds a casus belli (CB) on the target country.
– **lend [country] [amount]**: Lends money to a target country.
– **spy [target country] [amount]**: Adds spies to your network in a target country.
– **favor / trust [target country] [amount]**: Adds favors or trust points in a target country.
– **rebel_progress [amount]**: Adds progress towards a rebel faction.
### Character Management
– **add_random_trait**: Adds a random trait to a ruler.
– **add_trait [trait name]**: Adds a specific trait to a ruler.
– **set_adm / set_dip / set_mil [value]**: Sets administrative, diplomatic, or military ability for a character.
– **kill_character [character ID]**: Kills a character.
– **impregnate**: Impregnate a character.
– **give_birth**: Forces a pregnant character to give birth.
– **suicide [character ID]**: Kills a character, defaults to yourself.
– **convert_character [char ID] [religion]**: Changes the religion of a character.
### Location & Population
– **colonize [province ID]**: Creates a colony at target location.
– **colonize_and_finish [province ID]**: Creates and immediately finishes a colony charter.
– **finish_colony [province ID]**: Finishes colonial charter for a province.
– **finish_all_colonies**: Finishes all colonies.
– **move_random_pop [source] [destination]**: Moves a random population between locations.
– **population [province ID] [number]**: Changes population in a location.
– **finish_constructions [location]**: Completes all constructions in a location.
– **change_garrison [location] [amount]**: Changes garrison strength.
– **freeze/thaw [sea location]**: Freezes or thaws a sea location.
– **recalc_loc [location]**: Recalculates modifiers for a location.
– **pirate [area]**: Adds a pirate to an area.
– **imperial_authority [amount]**: Adds imperial authority to the Holy Roman Empire (HRE).
### Wars and Diplomacy
– **annex [target country]**: Player annexes a country.
– **reset_agendas**: Resets agendas in parliament.
– **war_on_player [attacker] [victim (optional)]**: Forces a war declaration on the player or against a specified victim.
– **declarewar [victim] [attacker (optional)]**: Declares war from attacker to victim, defaults to player as attacker.
– **revolt [country]**: Starts a revolt in a target country.
– **religion [country] [new religion]**: Changes a country’s religion.
– **culture [country] [new culture]**: Changes culture for a country.
– **cultural_tradition / cultural_influence [country] [value]**: Changes cultural tradition or influence.
– **location_language_loc [language]**: Outputs missing localization texts for language or dialect.
– **dialect_override [dialect]**: Overrides display names with a specific dialect.
### Economy & Trade
– **recalc_trade_path_cache**: Recalculates all trade path caches.
– **stockpile [goods] [amount]**: Stocks up the specified goods.
– **reform_desire**: Shows the player’s religion reform desire.
– **add_core [province]**: Adds a core to a location.
– **maritime_presence [seazone]**: Adds maritime presence to a seazone.
– **add_research [amount]**: Gains research progress.
### Debugging & Reports
– **dump_data_types**: Dumps registered data types.
– **explorer**: Shows object explorer window.
– **explorer_reset**: Resets object explorer window.
– **helplog**: Prints all console commands to game.log.
– **help [command]**: Prints detailed help for a specific command.
– **log**: Shows the game log.
– **error**: Shows errors in the log.
– **clear_pools**: Clears UI pools.
– **clear_map**: Clears the map (debug use).
– **gamelog**: Displays the game log.
– **action_timer**: Dumps timing stats for action processing.
– **print_location_list**: Outputs location data in CSV format.
– **printmap [flat]**: Writes the current world map to files, optionally flat.
– **number_of_buildings**: Shows building counts.
– **bad_goods**: Checks for locations with bad raw materials.
– **overpopulation**: Writes out locations with overpopulation issues.
– **societal_values_report**: Checks societal values impact.
– **river_validation_report**: Validates river bitmap.
– **write_popdata**: Outputs population information.
### Miscellaneous
– **make_subject [country] [subject]**: Makes one country a subject of another.
– **occupy_location / occupy_country / occupy_province / occupy_area / occupy_region**: Occupies specified location or area, usually in wartime.
– **conquer / conquer_country / conquer_province / conquer_area / conquer_region**: Conquers specified locations.
– **change_dynastic_name [country] [new name]**: Changes a country’s dynastic name.
– **remove_location_from_all_ios [location]**: Removes a location from all interaction objects.
– **age [value]**: Changes the historical age.
– **situation / activate situation**: Activates or ticks a situation monthly.
– **disaster [name]**: Activates a disaster.
– **change_date [YYYY-MM-DD]**: Changes the in-game date.
– **add_institution_progress [institution] [amount]**: Adds progress to an institution.
– **dynasties_report**: Outputs dynasty information per country.
– **mapmode_report**: Checks map modes for missing tooltips.
– **icon_report**: Checks icon database for missing tooltips.
– **show_diplomacy_stats**, **show_economy_stats**, **run_economy_stats**: Display or run various game statistics.
### Testing & Development
– **codetest**: Command for easy code testing.
– **research_all**: Instantly researches all advances in all trees.
– **finish_current_religious_focus**: Completes progress on current religious focus.
– **integrate_all**: Integrates all provinces (e.g., for countries that have personal unions).
– **antagonism [value] [location]**: Adds antagonism centered on a nation’s capital or a specified location.
– **finalise_resolution**: Finalizes a resolution in the interaction object system (IO).
– **create_pu [tag]**: Creates a personal union with another country.
– **research [advance]**: Researches a specific advancement.
– **embrace_all**: Embraces all active institutions.
– **event_counts**: Prints event debug counts.
– **trigger_animations [name]**: Triggers a set of named animations.
– **effect [{effect script}]**: Executes an effect script.
– **run [{effect file}]**: Executes an effect file located in `/run`.
– **trigger [{trigger script}]**: Tests a trigger script.
– **clear**: Clears the console.
### Camera Controls
– **Camera.Goto [location]**: Moves the camera to a specified location.
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This collection of console commands provides powerful tools for managing gameplay, debugging, development testing, AI control, and scenario manipulation. Use them responsibly for testing, modding, or enhancing your gaming experience.
https://www.sportskeeda.com/esports/all-cheats-console-commands-europa-universalis-5
