Quick Answer
The most useful HoI4 special projects commands to test are sp_instant, sp_research_all, sp_breakthrough [amount], sp_available, sp_unlock_all, sp_add_scientist, and sp_add_mastermind. Command names can vary by patch and DLC state, so use help sp or helplog in your own build before assuming a copied command is current.
Special projects arrived with the modern HoI4 research and facilities layer. They are different from normal technology: projects depend on facilities, scientists, breakthrough points, and project availability. This guide keeps the command advice practical and avoids pretending every special project has one universal cheat.
Source checked: Updated May 7, 2026 against Paradox’s Gotterdammerung feature page, the HoI4 Paradox Wiki console command reference, and current command-list demand sources. Use the in-game help and helplog output as the final check for your installed patch.
Table of Contents
- What special projects are
- Special projects command table
- Safe testing workflows
- What to try if a command does nothing
- DLC and version caveats
- FAQ
What Special Projects Are
Special projects are research-style programs tied to the newer facilities and scientists system. They can cover advanced military, naval, air, nuclear, and prototype work depending on your DLC, patch, facilities, and country state.
- Facilities matter because some projects need the right research infrastructure.
- Scientists matter because project assignment and scientist traits can affect progress.
- Breakthrough points matter because projects are not the same as clicking a normal tech.
- Mods can add their own project branches and specializations.
Special Projects Command Table
| Command | What it is for | Example | Caution |
|---|---|---|---|
sp_instant | Completing active special projects instantly or much faster. | sp_instant | Use on a test save because it can erase normal project pacing. |
sp_research_all / sp_ra | Researching all special projects where supported. | sp_research_all | Very disruptive; do not use in a campaign you want to play normally. |
sp_breakthrough [amount] / sp_br | Adding breakthrough points. | sp_breakthrough 10 | Some builds support specialization arguments; verify with help. |
sp_available | Testing project availability and prerequisite visibility. | sp_available | Can make projects visible outside normal progression. |
sp_unlock_all | Unlocking project visibility for testing. | sp_unlock_all | Use only when debugging project trees. |
sp_add_scientist | Adding a scientist for project testing. | sp_add_scientist | Optional arguments may depend on build and specialization. |
sp_add_mastermind | Adding a high-skill broad scientist. | sp_add_mastermind | Useful for tests, not for normal balance. |
help sp | Checking current commands in your install. | help sp | Best first step if a guide command fails. |
Safe Testing Workflows
| Goal | Workflow | Why this is safer |
|---|---|---|
| Check available projects | Save, run help sp, then test sp_available. | You learn your build’s command names before changing progress. |
| Finish one active project | Start the project normally, save, then test sp_instant. | You avoid unlocking the whole tree by accident. |
| Explore all projects | Use a separate sandbox save and test sp_unlock_all or sp_research_all. | The real campaign remains untouched. |
| Add breakthrough points | Use a small amount first, then inspect the project UI. | You can see whether the points went to the expected category. |
| Debug a mod | Use helplog and inspect the mod’s special project files. | Mods often add specializations not listed in generic guides. |
What to Try If a Command Does Nothing
- Run
help sp. If no result appears, export command help withhelplog. - Confirm the save is not Ironman and the console accepts other commands.
- Build or select the required facility before testing project completion.
- Add or assign a scientist if the project requires one.
- Check whether the command needs a specialization such as land, air, naval, or nuclear in your build.
- Disable overhaul mods and retest in a clean save if the project tree is modded.
DLC and Version Caveats
HoI4 console guides often lag behind patches. Special-project commands are especially sensitive because the system is connected to DLC content, facilities, scientists, and mod files. If a command works for another player but not for you, compare patch version, DLC ownership, active mods, and whether the project prerequisites exist in the save.
Related references: HoI4 console commands, country tags, division templates, the HoI4 hub, and the console commands hub.
FAQ
Is there a command to research every HoI4 special project?
In current command lists, sp_research_all or sp_ra is the command to test. Verify with help sp in your own build before relying on it.
How do I add breakthrough points?
Test sp_breakthrough [amount] or sp_br [amount]. Some builds support extra specialization arguments.
Why are special project commands missing?
You may be on a different patch, missing relevant DLC content, using a modded command set, or searching with the wrong prefix. Use helplog for the authoritative command list in that install.
Should I use special project cheats in a real campaign?
Only if you are comfortable breaking normal progression. Use a copied save when testing commands.