effect · remove_ideas
Definition
- Supported scope:
COUNTRY - Supported target:
none
Description
remove idea(s) from country
remove_ideasCOUNTRYnoneremove idea(s) from 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.
remove_ideas is commonly used in events or decisions to revoke a national idea/spirit attached to a focus, such as removing a wartime mobilization idea after war ends, or removing a sanctions idea after successful diplomatic negotiation. Below is a typical event option example:
option = {
name = my_event.1.a
# War ends, remove wartime mobilization spirit
remove_ideas = war_mobilization_idea
add_stability = 0.05
}
To remove multiple ideas at once, pass them as a list:
remove_ideas = {
war_mobilization_idea
economic_crisis_idea
}
[add_ideas](/wiki/effect/add_ideas) — Remove an old idea and immediately replace it with a new one, implementing logic for idea "upgrades" or "switches"; this is the most common pairing pattern.[add_stability](/wiki/effect/add_stability) / [add_political_power](/wiki/effect/add_political_power) — After removing negative ideas, resource compensation is often applied to simulate the benefits of policy removal.[has_country_flag](/wiki/trigger/has_country_flag) — Use a flag check before executing remove_ideas to verify whether the idea was added by a specific process, avoiding script errors or logic confusion when the idea doesn't exist.[amount_taken_ideas](/wiki/trigger/amount_taken_ideas) — Used in trigger conditions to check the current number of ideas held, determining whether batch removal is needed; commonly seen when cleaning up accumulated temporary buff/debuff ideas.has_idea trigger (or related flags) before execution.activate_advisor require deactivate_advisor rather than remove_ideas to be removed; using remove_ideas directly on advisor-type ideas may cause slot residue or UI anomalies.