Wiki

effect · become_exiled_in

Definition

  • Supported scope:COUNTRY
  • Supported target:THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

Description

Become exile in target nation. become_exiled_in = { target = TAG legitimacy = 0-100 (optional) }

实战 · 配合 · 坑

实战内容由 AI 生成,并已对照 vanilla 命令词表校验 —— 请当作起点而非权威依据。上方的定义节才是游戏自带文档原文。

实战用法

become_exiled_in 常用于制作亡命政府、傀儡逃亡等剧情 mod,例如在国家被消灭时触发,让残存政府流亡到盟友国继续运作。也可用于历史事件模拟,如二战中多个欧洲国家流亡英国的场景。

# 当波兰被占领时,流亡至英国
country_event = {
    id = exile_events.1
    immediate = {
        POL = {
            become_exiled_in = {
                target = ENG
                legitimacy = 60
            }
        }
    }
}

配合关系

  • [add_legitimacy](/wiki/effect/add_legitimacy) — 流亡后可进一步调整流亡政府的合法性,配合 legitimacy 参数做精细化数值管理。
  • [add_ideas](/wiki/effect/add_ideas) — 为流亡国家附加专属国策 idea(如"流亡政府"减益),使流亡状态有实质游戏机制体现。
  • [has_country_flag](/wiki/trigger/has_country_flag) — 在触发条件中检测特定 flag,确保只有满足剧情条件的国家才触发流亡效果,避免重复执行。
  • [end_exile](/wiki/effect/end_exile) — 流亡的反向操作,当解放条件达成后结束流亡状态,两者成对使用构成完整的流亡/复国逻辑。

常见坑

  1. scope 混淆:该 effect 必须在被流亡国家(COUNTRY scope)内执行,target 填写的才是接收流亡的宿主国 TAG;新手容易反过来在宿主国 scope 下调用,导致脚本报错或逻辑颠倒。
  2. 宿主国不存在时崩溃:若 target 指定的国家在游戏中尚未存在(exists = no),效果会静默失败甚至引发异常,使用前应配合 [exists](/wiki/trigger/exists) 做存在性检查。

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

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

  1. 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.
  2. 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.