Wiki

effect · deactivate_advisor

Definition

  • Supported scope:COUNTRY
  • Supported target:none

Description

Dismiss an advisor from their currently occupied role slot

Example:
deactivate_advisor = GER_character_token_air_chief

Hands-On Notes

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.

Hands-On Usage

deactivate_advisor is commonly used in scripted events or national focuses to dynamically remove advisors—for example, automatically dismissing an air force chief of staff from their position when they suffer a military defeat or fall victim to political purges at a specific historical juncture. In conjunction with the character system, it is also frequently employed to batch-remove advisors from the old regime during civil war or coup events.

country_event = {
    id = my_mod.42
    title = "Purge from Coup"
    # ...
    option = {
        name = "Remove Old Regime Advisors"
        deactivate_advisor = GER_character_token_air_chief
        deactivate_advisor = GER_character_token_political_advisor
        add_political_power = -50
    }
}

Synergy

  • [activate_advisor](/wiki/effect/activate_advisor) — Forms a complementary pair with deactivate_advisor; fire the old advisor and immediately activate a new one to achieve advisor replacement logic.
  • [add_ideas](/wiki/effect/add_ideas) / [add_advisor_role](/wiki/effect/add_advisor_role) — After dismissing an advisor, it is often necessary to add new roles or ideas to compensate for the national bonuses they provided.
  • [has_country_leader_with_trait](/wiki/trigger/has_country_leader_with_trait) — Commonly used as a precondition to trigger advisor dismissal only when a specific leader is in power, preventing state anomalies at incorrect timing.
  • [country_event](/wiki/effect/country_event) — Fire a follow-up event after an advisor is dismissed (such as a notification of the new advisor taking office), forming a complete narrative chain.

Common Pitfalls

  1. Silent failure due to token typos: deactivate_advisor uses the character's token string; if the token is inconsistent with those defined in create_corps_commander / generate_character and similar commands, the game will not report an error but the advisor will not be dismissed—extremely difficult to debug.
  2. Executing the command on an inactive advisor: If the target advisor is not currently occupying any advisor slot (i.e., not already activated), the command will have no effect and produce no error—novices easily mistake this for successful execution when a preceding [has_allowed_idea_with_traits](/wiki/trigger/has_allowed_idea_with_traits) check could prevent such ineffectual calls.