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Group Troop/Unit modifications

← EXE Functions · code catalog

Friendly names for EXE category 2. Each maps to a top-level EXE code.


DisbandUnits

DisbandUnits(regime: int, people: int)  ·  exe 15

No in-game description provided; behaviour inferred from the function name.

Parameters

  • regime (int) — Regime#
  • people (int) — People#

Example: exe(15,4,2)


GiveReinforcement

GiveReinforcement(x: int, y: int, predefToUse: int, multiplier: int)  ·  exe 33

No in-game description provided; behaviour inferred from the function name.

Parameters

  • x (int) — X
  • y (int) — Y
  • predefToUse (int) — Predef# to use
  • multiplier (int) — Multiplier

Example: exe(33,12,8,200,2)


ReduceReadiness

ReduceReadiness(regimeNr: int, peopleNr: int, rdnLoss: int, chancePerUnit: int)  ·  exe 35

No in-game description provided; behaviour inferred from the function name.

Parameters

  • regimeNr (int) — Regime Nr (-1=all)
  • peopleNr (int) — People Nr (-1=all)
  • rdnLoss (int) — %rdn loss
  • chancePerUnit (int) — %chance per unit

Example: exe(35,4,2,50,1)


LTReduceReadiness

LTReduceReadiness(regimeNr: int, peopleNr: int, rdnLoss: int, landscapetypeNr: int)  ·  exe 39

No in-game description provided; behaviour inferred from the function name.

Parameters

  • regimeNr (int) — Regime Nr
  • peopleNr (int) — People Nr (-1=all)
  • rdnLoss (int) — %rdn loss
  • landscapetypeNr (int) — LandscapeType Nr

Example: exe(39,4,2,50,1)


LTReduceMorale

LTReduceMorale(regimeNr: int, peopleNr: int, morLoss: int, landscapetypeNr: int)  ·  exe 40

No in-game description provided; behaviour inferred from the function name.

Parameters

  • regimeNr (int) — Regime Nr
  • peopleNr (int) — People Nr (-1=all)
  • morLoss (int) — %mor loss
  • landscapetypeNr (int) — LandscapeType Nr

Example: exe(40,4,2,50,1)


MutateSFType

MutateSFType(areaslot: int, areacode: int, fromSftype: int, tooSftype: int)  ·  exe 52

After completion sets # of changed individuals in tempvar[999].

Parameters

  • areaslot (int) — AreaSlot
  • areacode (int) — AreaCode
  • fromSftype (int) — From Sftype#
  • tooSftype (int) — Too Sftype# (-1=remove)

Example: exe(52,1,1,1,1)


SingleMutateSFType

SingleMutateSFType(areaslot: int, areacode: int, fromSftype: int, tooSftype: int)  ·  exe 53

Note: Currents turn units take precedence

Parameters

  • areaslot (int) — AreaSlot
  • areacode (int) — AreaCode
  • fromSftype (int) — From Sftype#
  • tooSftype (int) — Too Sftype# (-1=remove)

Example: exe(53,1,1,1,1)


SingleMutateSFTypeXY

SingleMutateSFTypeXY(x: int, y: int, fromSftype: int, tooSftype: int)  ·  exe 54

Note: Currents turn units take precedence

Parameters

  • x (int) — X
  • y (int) — Y
  • fromSftype (int) — From Sftype#
  • tooSftype (int) — Too Sftype# (-1=remove)

Example: exe(54,12,8,1,1)


RemoveTroops

RemoveTroops(x: int, y: int, sftypeGroup: int, percentageToRemove: int)  ·  exe 57

No in-game description provided; behaviour inferred from the function name.

Parameters

  • x (int) — X
  • y (int) — Y
  • sftypeGroup (int) — SFType group
  • percentageToRemove (int) — Percentage to remove

Example: exe(57,12,8,1,50)


RemoveTroopsByPeople

RemoveTroopsByPeople(x: int, y: int, specificPeople: int, percentageToRemove: int)  ·  exe 58

No in-game description provided; behaviour inferred from the function name.

Parameters

  • x (int) — X
  • y (int) — Y
  • specificPeople (int) — specific people #
  • percentageToRemove (int) — Percentage to remove

Example: exe(58,12,8,2,50)


RemoveTroopsByLowMorale

RemoveTroopsByLowMorale(x: int, y: int, morale: int, percentageToRemove: int)  ·  exe 59

No in-game description provided; behaviour inferred from the function name.

Parameters

  • x (int) — X
  • y (int) — Y
  • morale (int) — Morale =< then
  • percentageToRemove (int) — Percentage to remove

Example: exe(59,12,8,10,50)


ReadinessLossByArea

ReadinessLossByArea(areaslot: int, valueOfSlot: int, readinessLoss: int, chanceToLoseThis: int)  ·  exe 61

No in-game description provided; behaviour inferred from the function name.

Parameters

  • areaslot (int) — Areaslot
  • valueOfSlot (int) — Value of slot
  • readinessLoss (int) — Readiness loss
  • chanceToLoseThis (int) — Chance to lose this (x%)

Example: exe(61,1,1,1,1)


AddExperience

AddExperience(people: int, pointsToAdd: int, minimumXp: int, maximumXp: int)  ·  exe 80

No in-game description provided; behaviour inferred from the function name.

Parameters

  • people (int) — People# (-1=all)
  • pointsToAdd (int) — Points to add (+/-)
  • minimumXp (int) — Minimum XP
  • maximumXp (int) — Maximum XP

Example: exe(80,2,10,10,10)


MaxResearch

MaxResearch()  ·  exe 81

Every Suformation thats not in a predef unit that can upgrade if its regime has the research will upgrade

Example: exe(81)


HistoricalUnitForAddUnit

⚠️ Deprecated / obsolete. Prefer AddHistoricalUnit instead.

HistoricalUnitForAddUnit(historicalUnit: int, copy: bool, number: int, natoCounter: int, text: string)  ·  exe 93

You should use ExecAddHistoricalUnit instead. Old description: If you want added units to be linked to a historical unit you have to call this exec before you call the addunit. If you make a copy, we'll use the given historical unit as a template but change its name to number + string. By putting a ',' in the string you can then specify the shortname. The shortname is always number+string. Once set it stays valid till changed or end of event in which it is declared.

Parameters

  • historicalUnit (int) — Historical Unit#
  • copy (bool) — Copy? (1=yes,0=no)
  • number (int) — Number (only if copy)
  • natoCounter (int) — NATO counter # (only if copy, <1=keep same)
  • text (string) — Text / DataString payload

The trailing text argument is sent as the SET-logic DataString (the final inline slot).

Example: exe(93,1,1,1,1,'Example Text')


RemoveTroopsByReinforcementGroup

RemoveTroopsByReinforcementGroup(x: int, y: int, reinforcementGroup: int, percentageToRemove: int)  ·  exe 143

No in-game description provided; behaviour inferred from the function name.

Parameters

  • x (int) — X (-1 = from unit)
  • y (int) — Y (or unit #)
  • reinforcementGroup (int) — Reinforcement group
  • percentageToRemove (int) — Percentage to remove

Example: exe(143,12,8,1,50)


ReduceTroops

ReduceTroops(sftype: int, peopletype: int, removeX: int, removeBetween0YRandom: int)  ·  exe 159

No in-game description provided; behaviour inferred from the function name.

Parameters

  • sftype (int) — SFType (-1=all)
  • peopletype (int) — PeopleType (-1=all)
  • removeX (int) — Remove x%
  • removeBetween0YRandom (int) — + remove between 0-y% random

Example: exe(159,1,2,50,50)


MutateRandomSFType

MutateRandomSFType(people: int, randomPercentage: int, fromSftype: int, tooSftype: int)  ·  exe 199

The random percentage determines ammount of sftype to mutate. After completion sets # of changed individuals in tempvar[999].

Parameters

  • people (int) — People (-1=all)
  • randomPercentage (int) — Random percentage
  • fromSftype (int) — From Sftype#
  • tooSftype (int) — Too Sftype# (-1=remove)

Example: exe(199,2,50,1,1)


RemoveTroopsGlobal

RemoveTroopsGlobal(sftypeGroup: int, people: int, reinforcementType: int, percentageToRemove: int)  ·  exe 200

Remove percentage is not exact in this function... its the chance for each individual that it will be removed. If it is set to 999 empty HQ units will also be removed. If not only empty normal units will be removed.

Parameters

  • sftypeGroup (int) — SFType group (-1=all)
  • people (int) — People (-1=all)
  • reinforcementType (int) — Reinforcement Type (-1=all)
  • percentageToRemove (int) — Percentage to remove

Example: exe(200,1,2,1,50)


GiveReinforcement2

GiveReinforcement2(sftype: int, people: int, experience: int, multiplier: int)  ·  exe 201

Uses SetCardXY for coordinate to drop troops input.

Parameters

  • sftype (int) — SFType#
  • people (int) — People#
  • experience (int) — Experience
  • multiplier (int) — Multiplier

Example: exe(201,1,2,10,2)


RemoveTroopsUnderHistorical

RemoveTroopsUnderHistorical(sftypeGroup: int, historicalUnit: int, reinforcementType: int, percentageToRemove: int)  ·  exe 217

Remove percentage is not exact in this function... its the chance for each individual that it will be removed. Compared to its namesake exec this one only affects units under command of the historical unit (HQ!) specified. Only units directly under the historical unit are affected and HQs are always excluded. (if you want to set the HQs you'll have to do it manually)

Parameters

  • sftypeGroup (int) — SFType group (-1=all)
  • historicalUnit (int) — Historical Unit
  • reinforcementType (int) — Reinforcement Type (-1=all)
  • percentageToRemove (int) — Percentage to remove

Example: exe(217,1,1,1,50)


SetHistoricalUnitOwner

⚠️ Deprecated / obsolete. Avoid in new mods.

SetHistoricalUnitOwner(oldOwner: int, newOwner: int)  ·  exe 218

Function no longer does anything.

Parameters

  • oldOwner (int) — Old owner #
  • newOwner (int) — New owner #

Example: exe(218,1,1)


RemoveSupplyUnderHistorical

RemoveSupplyUnderHistorical(historicalUnit: int, percentageOfSupplyToLeave: int, newSupplyConsumption: int)  ·  exe 221

this one only affects units under command of the historical unit (HQ!) specified. Only units directly under the historical unit are affected and HQs are always excluded. (if you want to set the HQs you'll have to do it manually)

Parameters

  • historicalUnit (int) — Historical Unit
  • percentageOfSupplyToLeave (int) — Percentage of supply to leave
  • newSupplyConsumption (int) — New Supply Consumption % (normal is 100%)

Example: exe(221,1,50,50)


SetInterceptRdnStop

SetInterceptRdnStop(forRegime: int, percentageForIntercept: int)  ·  exe 222

Only affects units with air units in them. percentage example: 75 means only at 75% rdn.

Parameters

  • forRegime (int) — For Regime (-1=all)
  • percentageForIntercept (int) — Percentage for intercept

Example: exe(222,4,50)


SetHistoricalUnitMaxRecruit

SetHistoricalUnitMaxRecruit(id: int, maxrecruit: bool)  ·  exe 223

A function that allows you to change the max recruit

Parameters

  • id (int) — ID#
  • maxrecruit (bool) — MaxRecruit#(-1=unl,0=none)

Example: exe(223,1,1)


SetHistoricalUnitType

SetHistoricalUnitType(id: int, type: int)  ·  exe 224

A function that allows you to change the type. this is usefull to make 1st panzer army immobile and the sov front too.

Parameters

  • id (int) — ID#
  • type (int) — Type#(5=corps,6=a,7=ag,8=high)

Example: exe(224,1,1)


MutateRandomSFTypeUnderHis

MutateRandomSFTypeUnderHis(historicalid: int, randomPercentage: int, fromSftype: int, tooSftype: int)  ·  exe 228

The random percentage determines ammount of sftype to mutate. After completion sets # of changed individuals in tempvar[999].

Parameters

  • historicalid (int) — HistoricalID
  • randomPercentage (int) — Random percentage
  • fromSftype (int) — From Sftype#
  • tooSftype (int) — Too Sftype# (-1=remove)

Example: exe(228,1,50,1,1)


This doc was generated from extracting data from Shadow Empire version 1.32a on 2026-06-05 06:56 UTC.