Question #1: I want to use some of the cheat codes. How do I make them work?
Answer #1:
When in game, press the console key: this is usually in the form of - ` ~ \ |. The correct key will vary depending on your regional keyboard configuration. This is known as the "tilde" key.
Then enter the respective lines codes for their effect. A comprehensive list can be found in various websites from google.
Important info:
Names vary according to the game code. The game relies on a text file named "descr_names.txt" for all character names, whether they are generals or agents. You can search it in your primary game directory. The game selects a randomized combination of first and last names, according to gender. In rare cases, there will be multiple characters existing in the game with the exact same name, which may lead to conflicts.
Note that epithets, like "the Great" or other titles do NOT count as part the character's actual name, so you will have to remember the full name, or look up the file descr_names.txt found via searching in your main game directory to confirm their names. This may require you to go through multiple names if you do not remember them. The file organizes the list of names by faction, so once you know the faction of the character in question, find his/her faction codename then find or guess the last name.
Some codes require typing character names that have diatrics (ç) or umlauts (ø, ä, ǟ, c̈) commonly not found on your keyboard; normally these can be substituted by their usual letters like c, oe, a, ae, etc. Again, to find out the correct spelling, you will have to consult the descr_names file.
The game will ignore certain numbers that exceed the maximum level expected. So if you type a code that requires you to indicate a number, going over the maximum will only give you the maximum possible. So spawning a unit in the game via cheat with the number 99 will not give you 99 units, or a unit with 99 bonus armour.
You can easily repeat inputted codes by pressing the up or down arrow keys to cycle through past codes. However the game only remembers up to several lines of inputted code. Codes that are NOT inputted (you cancelled out of the console ) will not be remembered.
In most cases it is REQUIRED to include quotation marks when adding character names, unless the characer happens to possess only one name. So a general named simply William will not require quotatios, but a general with the name Wilhem von der Stettin will require quotations, namely "Wilhem von_der_Stettin"
Some of the most common ones are:
A. add_money: This can be applied to yourself, or to another faction by adding their faction code. To give yourself money, type
Code:
add_money #
Example: add_money 9000
OR
add_money hre 90000
where "9000" is the amount, and "hre" is the position of the faction name, which is required if you want a specific faction to spawn extra money. Without a faction name the game will spawn the money to your own faction.
*It is possible to give negative money, but you can only give/take a maximum of 40000 money for every time you input the code, so to give/take more money, simply type the code multiple times.
**Note that for putting specific faction names, some are not similar to their proper names in-game: for example, the Holy Roman Empire's name code is simply "hre".
B. create_unit: spawns a unit of varying quality and number to a general or settlement. The code will be as follows:
Code:
create_unit (settlement OR general's full name) (unit name code) # # # #
*The name code may not be similar to the name of the unit in-game: vast majority of unit names are the same, but some units, like cultural variants, are named differently. Example: a unit of Cavalry Militia of Eastern Europe variety has the name code of "EE Cavalry Militia", while Italian Cavalry Militia are simply "Italian Cavalry Militia". Likewise, Spear Militia of Northern Europe are named "Spear Militia", whilst Southern Europe, Eastern Europe and Middle Eastern versions have the prefix of SE, EE, and ME receptively.
After the name code, you may also add four numbers each from 1-9 if you desire specific upgrades to the unit. The first number determines amount of units spawned (maximum four at a time), the second number the unit or units' experience from 0-9, the third and furth number the unit or units' weapon and armour upgrade, if it has any.
Example: Wanting to create a single unit of Italian Spear Militia in Venice with 4 experience, 2 armor and 2 attack bonus, type in the console the following:
Code:
create_unit "Venice" "Italian Spear Militia" 1 4 2 2
OR
create_unit "Domenico Selvo" "Italian Spear Militia" 1 4 2 2
this one makes 1 Italian Spear Militia unit with 4 experience, 2 armor and 2 attack bonus in Venice, or in Domenico Selvo's army
C. give_trait: grants a trait to a character. Characters include generals and agents. It is possible to change other factions' character traits.
Code:
give_trait (character name) (trait code) (level)
Example: give_trait "William" GoodCommander 3
OR
give_trait Wilhem von_der_Stettin BadDefender 3
The trait name does NOT require quotation marks, BUT is case-sensitive.
The full list of traits can be found in your game directory known as "export_descr_character_traits.txt"
Websites like Honga's Total War Academy also shows a list of traits, levels and even the descriptions found when hovering the cursor over them.
Like the create_unit code, the full name of the character is required.
It is also possible to select a unit, then type the following to input the effect
Code:
give_trait this "GoodCommander" 5
D. move_character - teleports a character to a part of the campaign map. You must first move the character out of the city or off the ship before using this one.
The code in use will be as follows
Code:
move_character (character name) X,Y
OR
move_character "William 89,100
OR
move_character "Admiral Vito" 118,35
Where X is the row tile number, and X is the column tile number.
To find the tiles, first hover the mouse cursor over the desired part of the map you want to teleport, then type "show_cursorstat". The console will show you the region tile's coordinates, where the first number is the row and the second is the column. The row number determines west or east (lower-higher value), and the column determines north or south (lower-higher value). Micromanaging adjustments will simply require changing the numbers accordingly.
It is possible to "clip" armies by teleporting them onto the same tile at once. This may cause issues.
It is also possible to teleport generals and agents when they are still inside a ship or settlement, but thus causes issues.
It is NOT possible to teleport ships onto land tiles, or armies onto water tiles.
You CAN teleport armies onto islands, or navies onto small lakes.
There are certain parts of the map that will not be accessible, like mountains or rivers, and the game will not teleport successful. The tiles must be one that the army or navy can occupy.
E. toggle_fow: disables or re-enables the Fog of War. The entire campaign map will be revealed, including ALL armies and agents, including those hiding in ambush. Type again to return to normal mode.
Army compositions will NOT be revealed by this code. You will still need nearby agents and generals to ascertain information on the army's units.
F. add_population: add a desired number after the code to increase or decrease a settlement's population amount. To decrease, add the negative integer.
Code:
add_population #
OR
add_population Venice 1000
OR
add_population London -9000
Where # is the desired number. Venice will be given an additional 1000 population, whereas London will lose 9000 population
The maximum allowed per input is 9000 or -9000. To gain or lose more, simply repeat the code.
The settlement can never have less than 400 population, and so the code will no longer give any effect once it has fallen to 400.
Changes to the population effects like unrest will not show until the next turn or you adjust taxes or otherwise tweak the settlement in normal fashion.
G. process_cq: instantly finishes a build under construction.
Where "London" is the settlement name. Settlement names can be easily found by simply looking at the name in the campaign map.
The code will finish the entire structure rather than the turn intervals to completion. So a road or a citadel will be isntantly finished by inputting the code once.
The code works in the regular construction sequence, and so te building currently being built will be finished, whereas the other queued structures will not. To finish these structures, repeat the code.
The funds will work as normal; attempting this code when you do not have the funds to begin construction will not yield any results.
H. Many of the cheat codes found on websites do not work at all.
I. Some sites list lots of console commands that can only be enabled via scripting. If you want to know about scripting, I suggest you start here:
forums.totalwar.org/vb/sh...hp?t=46738
If the console says "invalid command" it should mean that it doesn't recognize this command, then this cheat doesn't work or you have inputted the code incorrectly. Remember the code is case-sensitive and often require the exact same line or word. In some cases the word itself is spelled wrong and will have to be spelled the same way.