Correction: it's create_unit. And it does work in the console.
For example:
create_unit Roma "celtic infantry curoas" 4 1 1 1
--> will spawn four units of mercenary celtic swordsmen in Roma, with 1 experience, 1 armour upgrade and 1 weapon upgrade. IIRC the number of units you canspawn at any one time is limited by 5, experience is capped at 9 and weapon/armor upgrade is capped at 3. You can't create units in cities that are already full.
You can also use it to create units in an existing stack outside cities, but this is more difficult.
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If I remember correctly, there used to be a console code that completed the units in the recruitment que. I think it was process_rq. But it was disabled in one of the patches.
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Adding traits has been explained by other members. In some cases you have to add a number after the trait, usually 1, because many traits have multiple levels. The most difficult part is discovering the console name for the character, of course.
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"control faction" is not a console code. It has to be in a script.
In the script folder of your EB there's a file named "generic script" or something like that. In the existing file, it's used to activate the Perfect Spy thingie. You can replace it however with, for example:
console command control Parthia
The generic script is activated by pressing F1, and in the window that pops up you click the ? button.
Be warned however that this script will cause some complications. After switching factions, save and load again. The government structures will (if I remember correctly) be damaged because the game will think that you "conquered" all those regions when you switched factions.
If you ever switch back to the faction you originally started with, you'll notice that the government structures you placed yourself originally will be damaged 100% and that the EB script has placed new ones for the AI player (that you have just replaced again). To avoid possible bugs you should tear down the new ones and then repair the old ones.
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