effect · transfer_state
Definition
- Supported scope:
COUNTRY - Supported target:
none
Description
set owner and controller for state
transfer_stateCOUNTRYnoneset owner and controller for state
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.
transfer_state is most commonly used in peace negotiations, event-triggered territorial changes, and focus tree territory reward scenarios—for example, transferring a specific state to an ally or to oneself after a nation completes a certain national focus. It's worth noting that this effect simultaneously updates both owner and controller without requiring additional manual control adjustments.
# After focus completion, transfer STATE_42 to the current scope nation
focus = {
id = claim_rhineland
...
completion_reward = {
42 = { transfer_state = ROOT }
}
}
[add_state_core](/wiki/effect/add_state_core): After transferring a state, it's typically necessary to add a core for the receiving nation to avoid the high penalty of occupation status; these two are often used in tandem.[add_state_claim](/wiki/effect/add_state_claim): Add claims to the target nation before transfer to make territorial changes more narratively coherent and satisfy certain trigger conditions.[controls_state](/wiki/trigger/controls_state): Use before transfer to verify whether you actually control the state, preventing accidental transfer of states you don't control.[create_wargoal](/wiki/effect/create_wargoal): In scenario design, it's common to first satisfy conditions through war goals, then implement post-war territorial results with transfer_state.transfer_state is the receiving nation (COUNTRY), not the state itself—beginners often mistakenly assume it should be written under a state scope. The correct syntax is either <state_id> = { transfer_state = RECEIVER_TAG } or transfer_state = <state_id> under the receiving nation's scope. Confusing the direction causes scripts to silently fail or transfer to the wrong nation.add_state_core or removing old cores, the game will exhibit unexpected behaviors like occupation penalties or immediate AI defection.