Hands-On Usage
Use this command when you need to establish mutual recognition between both sides of a civil war as combatants after a civil war is triggered by an event or national focus. The typical scenario is customizing civil war flows in mods to ensure that the newly split nation and the original nation correctly establish civil war relations, allowing both AI and players to see each other as adversaries.
# In the immediate block of a civil war trigger event
country_event = {
id = my_civil_war.1
immediate = {
add_civil_war_target = FROM # FROM is the rebel nation created by the split
}
}
Synergy
[has_civil_war](/wiki/trigger/has_civil_war): Use together to first confirm whether a civil war has already occurred, avoiding incorrect invocation of this command outside of civil war conditions.
[declare_war_on](/wiki/effect/declare_war_on): After setting the civil war target, if the automatic war state is not established, you can supplement with a declaration of war to force combatant status.
[create_wargoal](/wiki/effect/create_wargoal): Both sides in a civil war typically need war goals added; use this in conjunction with add_civil_war_target to build a complete civil war framework.
[civilwar_target](/wiki/trigger/civilwar_target): Use to detect whether a country has been registered as a civil war target, allowing conditional checks in subsequent events to avoid duplicate additions.
Common Pitfalls
- Calling outside of COUNTRY scope: This command only works within a country scope. If mistakenly placed in a STATE or CHARACTER scope, it will cause script errors or silent failures. Always verify the current scope of the execution block.
- Mistakenly thinking only one-sided invocation is needed: The official description explicitly states that this command simultaneously adds relations to both sides, so there is no need to write it separately for both the rebels and the original nation—duplicate invocations may actually cause abnormal states.