Hands-On Usage
become_exiled_in is commonly used in narrative mods to create exiled governments and puppet state escapes. It can be triggered when a nation is eliminated, allowing the remnant government to continue operations in exile within an allied nation. It's also useful for historical event simulation, such as recreating the scenario where multiple European nations fled to Britain during WWII.
# When Poland is occupied, go into exile in Britain
country_event = {
id = exile_events.1
immediate = {
POL = {
become_exiled_in = {
target = ENG
legitimacy = 60
}
}
}
}
Synergy
[add_legitimacy](/wiki/effect/add_legitimacy) — After exile, you can further adjust the exiled government's legitimacy in conjunction with the legitimacy parameter for fine-grained numerical control.
[add_ideas](/wiki/effect/add_ideas) — Attach exclusive national focus ideas to the exiled nation (such as "Exiled Government" debuffs) to give the exile status tangible mechanical representation in gameplay.
[has_country_flag](/wiki/trigger/has_country_flag) — Check specific flags in trigger conditions to ensure only nations meeting narrative requirements trigger the exile effect, preventing duplicate execution.
[end_exile](/wiki/effect/end_exile) — The inverse operation of exile; when liberation conditions are met, end the exile status. These two are used as a pair to form a complete exile/restoration logic.
Common Pitfalls
- Scope confusion: This effect must be executed within the exiled nation's scope (COUNTRY scope); the
target parameter specifies the host nation's TAG that receives the exile. Beginners often mistakenly call it within the host nation's scope, resulting in script errors or inverted logic.
- Host nation nonexistence crash: If the nation specified in
target does not yet exist in the game (exists = no), the effect silently fails or triggers exceptions. Always perform existence checks using [exists](/wiki/trigger/exists) before use.