That's because those aren't commands, but console commands. There's no console commands included in the DocuDemons in any of their iterations, with the exception of Ultimate DocuDemons which is more of a compilation.
Some may not work:
Code:
add_money <opt:faction_type> <amount> : adds an amount of money to a faction's coffers, can be negative, default is player faction
add_population <settlement_name> <amount> : adds an amount of population to a settlement, can be negative
ai_turn_speed <multiplier> : sets the maximum speed of turn processing during the ai round
amdb_max : sets aerial map overlay depth bias for max zoom
amdb_min : sets aerial map overlay depth bias for min zoom
amdb_offset : sets aerial map overlay offset towards camera
auto_win <attacker/defender>: the attacker or defender wins the next autoresolved battle
banana_republic : all player generals gain an interesting ability
bestbuy : sells units cheaper
bounds : toggle display of bounding objects
capabilities <settlement_name> : list details of the recruitment capabilities of a settlement
capture_settlement <settlement name> : evicts any resident characters and armies and gives the settlement to the local player
character_reset : resets the character back to it's start of turn settings
Clear all the current stacked messages
clear_password <faction_label> : clears the current password for a specified faction
control <faction_type> : switches player control to specified faction; old faction may not act correctly as ai faction
create_building <settlement_name> <building_level_id> : creates a building of the specified type in a settlement; for building level id's see export_descr_building.txt
create_mission <sent_faction> <mission_id> : Attempt to create and add a mission to the specified faction
create_unit <settlement/character_name> <unit_id> <opt:how_many> <opt:exp/armour/weapon>: creates one or more units of the specified type
damage_wall <settlement> <gate> <breach>:
Damage wall of settlement. Forces 40% damage to a random gatehouse and a nearby straight section. Destroys gatehouse if 'gate' parameter present; breaches wall if 'breach' present
date <year> : changes the campaign date to the given year
diplomacy_costs <receiving_faction> <proposing_faction> <opt:target_faction> <opt:settlement_name> <opt:payment_amount> <opt:payment_years>: displays a list of raw and perceived diplomacy items costs from the perspective of the receiving faction.
diplomacy_mission <ai_faction> <target_faction> <mission_type> <opt:mission_target> : creates a diplomacy mission
diplomatic_stance <faction_a> <faction_b> <allied/neutral/war>:
Set the diplomatic stance between the two factions
disable_ai [opt: tac | sub | dip | name | priest]: disables all (default) or part of the ai for all factions
disable_vnvs: toggles whether to disable game applying traits and attributes
event <start_year[:end_year]> <category[:type]> [<x,y> <scale>] : creates an event
force_diplomacy <accept/decline/off>:
Forces the negotiator to accept or decline a proposition
george
gfx dump_textures
give_ancillary <charactername> <ancillary name> : gives the character an ancillary
give_trait <charactername> <trait name> <opt:level>: gives the character a trait at level (default = level 1)
give_trait_points <charactername> <trait name> <points>: gives the character points for trait
halt_ai <opt:factiontypename> : halts the turn sequence just before the start of the specified faction's turn, or the current faction if no faction given
houston
istanbul
kill_character <character_name> : kills a character with the given name
kill_faction <faction_type> : removes the faction from the game
lights : <merge> <used> <auto>
list_ancillaries : lists all the available ancillaries
list_characters <opt:faction_type> : lists all the characters in the world or those belonging to a faction
list_traits : lists all the available traits
list_units <character/settlement name> : lists all of the units in an army, with details.
logoff: logs out administrator to disable console
logon <password> : enables console with an admin password
madras
Set the message collation on or off (sets all factions)
move_character <name> <x>,<y> : moves named character to position on campaign map
mp <charactername> <amount>: gives the character movement points
oliphaunt : the biggest around
Toggle display of simple performance times of game update vs display
print_shortcuts: prints all the keyboard shortcuts for the current handler to documentation/current_handler_shortcuts.txt
process_cq <settlement>:
Completes all (possible) construction pending in queue
process_rq <settlement>:
Completes all (possible) recruitment pending in queue
??????
recruitment_pool <settlement_name> : list details of the current recruitment pool of a settlement
reload_campaign_db: Reloads the campaign parameter database.
reload_colour_db: Reloads the UI colour database.
reload_diplomacy_db: Reloads the diplomacy database.
Reloads movie db
reload_sett_mech_db: Reloads the settlement mechanics database.
reload_shaders : reloads all vertex shaders
reload_textures : reloads all textures
remove_ancillary <charactername> <opt:ancillary name> : removes ancillary from the character an ancillary (default = all)
remove_trait <charactername> <opt:trait name>: removes a specified trait from the character (default = all)
reset_display:
Forces a display_close(); display_open() display reset cycle
rogan
run_ai [opt:x]: re-starts an ai turn sequence after disableai or haltai has been triggered;
use x to also re-enable all parts of the ai which have been individually disabled
season <season> : changes the campaign season to the given season
set_building_health <settlement_name> <building_chain> <final health percent>:
sets health of a building of the specified type (eg core_building)
in a settlement, so that the final health percentage is as specified; for building chains see export_descr_building.txt
set_email <faction_label> <address>: sets a new email address for a specified faction
set_option <opt_name> <opt_value> : Set new value for specified option (use 1 and 0 for boolean options)
set_password <faction_label> <password> <password>: sets a new password for a specified faction
set_ranking_interval : sets the denominator of the faction ranking graph interval which is calculated as (number_of_turns / denominator). If set to 0, then the denominator will be set to number_of_turns, giving an interval of 1
Show all messages to all factions (on/off)
show_cursorstat : shows the cursor position and region id
show_landings <opt:cursor/region_id> : shows the landing positions available to the ai from a given region, default hides them
Toggles the UI on or off as per the show_ui script command
surrender_regions <opt: horde> <opt:faction_type> : gives all this faction's regions to the slaves. "horde" surrenders regions for all factions that can be hordes
adds all ancillary to the character info display
ancillaries aren't actually added to the character
test_message <event_message_name | all> : Test the event message specified in descr_event_enums.txt
Test event movie: test_movie <mission_type> <movie_name> <result>
test_victory_scroll <faction victor> <short campaign (true/false)>:
Opens up the victory scroll declaring that the given faction is the victor
If no faction is declared then the 'timeout' scroll is displayed
toggle_coastlines : toggles strategy map coastline display
toggle_demeanour: Toggle whether to show the calculated demeanour values in the diplomacy scroll.
toggles display of campaign map flowing water
toggle_fow : toggles the fog of war on or off
toggle_perfect_spy : toggles everyone's spying ability to perfect and infinite range, and off again
toggle_pr:
toggles pr mode.
toggle_terrain <opt:region/tiletype/climate/choke/landing/frontier/features/frontier_defend> : toggles the terrain to display various data sets, no param resets to normal
Toggle wireframe rendering
trigger_advice <thread_name> [<advice_index>] - triggers an advice thread
upgrade_settlement <settlement name> : upgrade settlement level
victory <faction> <short>: show victory message for faction for short or long campaign.
vindaloo
write_ui_cache: writes out the ui texture cache to disk
zoom : zooms to specified aerial map zoom
Just paste it at the bottom of your commands file if you like, but keep in mind it needs the console_command preface to run in a script.