Wiki

effect · capture_operative

Definition

  • Supported scope:COUNTRY, CHARACTER
  • Supported target:THIS, ROOT, PREV, FROM

Description

Capture an operative
Can be used from a scope and a target that is either a country or a unit leader.
Examples:
GER = {
    capture_operative = PREV  # where PREV is an operative (unit leader)
    # or    capture_operative = {
        operative = PREV
        ignore_death_chance = yes  # optional: whether the death chance on capture should be ignored
    }
}

capture_operative = { captured_by = GER } # where the scope is an unit leader

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

capture_operative 常用于情报系统相关事件或决议中,模拟己方特工在执行任务失败后被敌国逮捕的场景,或在反间谍行动中捕获敌方特工。例如在一个间谍网被破获的事件里,可以让敌方特工直接落入玩家之手:

# 在某国的事件 option 中,捕获 PREV 所指向的特工
GER = {
    capture_operative = {
        operative = PREV
        ignore_death_chance = yes
    }
}

配合关系

  • [has_captured_operative](/wiki/trigger/has_captured_operative):用于判断某特工是否已被捕,可在后续事件触发条件中检查捕获状态,形成"捕获→判断→处置"的完整逻辑链。
  • [turn_operative](/wiki/effect/turn_operative):捕获特工后可尝试将其策反为己方所用,两者顺序衔接是情报事件的经典流程。
  • [kill_operative](/wiki/effect/kill_operative):若策反失败或剧情需要处决,可在捕获后跟进此命令,给玩家提供不同的处置分支选项。
  • [free_operative](/wiki/effect/free_operative):与捕获相对,可在谈判或交换特工的剧情事件中作为释放结果,增强叙事完整性。

常见坑

  1. scope 混淆:当以特工本人为 scope(CHARACTER scope)时,必须使用 captured_by = TAG 的写法指定关押国;若误用 operative = PREV 形式写在角色 scope 下,游戏将无法识别目标,导致效果静默失效。
  2. 目标非特工operative 字段或简写目标必须指向一个情报特工(operative/unit leader 中的特工类型),若误传入普通陆军指挥官或海军将领,效果不会报错但不会正确触发捕获逻辑,调试时难以察觉。

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

capture_operative is commonly used in intelligence system-related events or decisions to simulate scenarios where your operatives are arrested by enemy nations after mission failure, or to capture enemy operatives during counterintelligence operations. For example, in an event where an enemy spy network is uncovered, you can directly place enemy operatives into player custody:

# Capturing the operative referenced by PREV in an option of a certain nation's event
GER = {
    capture_operative = {
        operative = PREV
        ignore_death_chance = yes
    }
}

Synergy

  • [has_captured_operative](/wiki/trigger/has_captured_operative): Used to check whether a specific operative has been captured; can be used in subsequent event trigger conditions to verify capture status, forming a complete logic chain of "capture → check → process".
  • [turn_operative](/wiki/effect/turn_operative): After capturing an operative, you can attempt to turn them to your side; the sequential combination of these two is a classic workflow in intelligence events.
  • [kill_operative](/wiki/effect/kill_operative): If conversion fails or the narrative requires execution, you can follow up with this command after capture, providing players with different disposal branch options.
  • [free_operative](/wiki/effect/free_operative): The counterpart to capture, can serve as the release outcome in negotiation or operative exchange narrative events, enhancing narrative completeness.

Common Pitfalls

  1. Scope confusion: When using the operative themselves as scope (CHARACTER scope), you must use the captured_by = TAG syntax to specify the holding nation; if you mistakenly use the operative = PREV form within character scope, the game will fail to recognize the target, causing the effect to silently fail.
  2. Target is not an operative: The operative field or abbreviated target must point to an intelligence operative (the operative type among operatives/unit leaders); if you mistakenly pass in a regular army commander or naval officer, the effect will not error but will fail to correctly trigger the capture logic, making it difficult to detect during debugging.