effect · set_state_category
Definition
- Supported scope:
STATE - Supported target:
none
Description
Sets the category of a state
Example: set_state_category = large_town
set_state_categorySTATEnoneSets the category of a state
Example: set_state_category = large_town
Hands-on notes are AI-generated and checked against the vanilla command vocabulary — treat them as a starting point, not authoritative reference. The definition above is the game's own documentation.
set_state_category is commonly used to dynamically change a state's development tier—for example, upgrading a remote region to city status in an industrialization event, or downgrading an urban center to ruins in a war damage event. It also works well in focus trees or decision systems, allowing players to unlock higher building slot caps through investment.
# In the complete_effect of a decision: upgrade the target state to city
complete_effect = {
every_owned_state = {
limit = {
has_state_category = large_town
is_core_of = ROOT
}
set_state_category = city
add_extra_state_shared_building_slots = 2
}
}
[has_state_category](/wiki/trigger/has_state_category): Check the current category before executing an upgrade or downgrade to avoid redundant operations on ineligible states or unintended skipping of tiers.[add_extra_state_shared_building_slots](/wiki/effect/add_extra_state_shared_building_slots): After upgrading a state's category, it's typical to simultaneously increase building slots to keep both effects logically consistent.[set_building_level](/wiki/effect/set_building_level): In downgrade penalty scenarios, reducing building levels alongside category downgrades often reinforces the destruction effect and should be paired together.[add_state_modifier](/wiki/effect/add_state_modifier): Append state modifiers (such as production bonuses) after an upgrade to provide tangible numerical support for the category change.set_state_category only works within STATE scope. If mistakenly placed in COUNTRY scope (such as directly in a country_event option without wrapping it in every_owned_state), the game will throw a scope error or silently fail. Always verify the context has correctly switched to STATE before execution.rural, town, large_town, city, large_city, etc.) must match the game's definitions exactly. Typos won't trigger syntax errors but will simply not take effect. Cross-reference the vanilla files in the common/state_category directory to confirm correct names.