effect · activate_decision
Definition
- Supported scope:
COUNTRY - Supported target:
none
Description
Activates specified decision for scope country
activate_decisionCOUNTRYnoneActivates specified decision for scope country
Hands-on notes are AI-generated and checked against the vanilla command vocabulary — treat them as a starting point, not authoritative reference. The definition above is the game's own documentation.
activate_decision is commonly used to automatically unlock a decision for the player or AI after a national focus, event, or task is completed, allowing it to appear in the decision interface for execution. For example, in a custom tech tree mod, activating a time-limited diplomatic decision immediately upon completing a specific national focus:
focus = {
id = GER_rearm_industry
...
completion_reward = {
activate_decision = GER_demand_rhineland
}
}
[has_decision](/wiki/trigger/has_decision) — Check in a trigger whether a decision has already been activated, preventing duplicate activations or for conditional logic.[activate_targeted_decision](/wiki/effect/activate_targeted_decision) — Use this command instead when a decision requires specifying a target country; the two complement each other covering both targeted and non-targeted decision types.[add_days_remove](/wiki/effect/add_days_remove) — After activating a decision, combine with removal countdown configuration to implement automatic expiration logic for time-limited decisions.[add_political_power](/wiki/effect/add_political_power) — Activating a decision is typically paired with granting political power to ensure the player has sufficient resources to execute the decision immediately.allowed or visible restriction blocks, activate_decision will not bypass these checks — the decision may still fail to display after activation if conditions are not satisfied. Ensure related conditions are met beforehand.