Hands-On Usage
damage_building is commonly used in events or decisions to simulate the narrative effects of war damage, bombing consequences, or sabotage operations—for example, destroying an enemy's industrial facilities during a spy action event. When triggered at the province or state level, you can precisely specify the target province or state, avoiding unintended damage to all similar buildings across an entire region.
# In an event scoped to a STATE, damage infrastructure in a specified province
immediate = {
damage_building = {
type = infrastructure
province = var:sabotage_target_province
damage = 1.5
repair_speed_modifier = -0.3
}
}
Synergy
[remove_building](/wiki/effect/remove_building): When a building needs to be completely destroyed rather than merely damaged, chain this after damage_building to create a complete "damage then demolish" workflow.
[add_province_modifier](/wiki/effect/add_province_modifier): After damaging a building, simultaneously apply a repair penalty or production malus modifier to the province, amplifying the cascading negative effects of the event.
[any_province_building_level](/wiki/trigger/any_province_building_level): Before executing damage, use this trigger to verify that the target building exists and meets the required level conditions, preventing wasted commands on nonexistent targets.
[state_event](/wiki/effect/state_event): After damage is complete, fire a follow-up event to notify relevant nations or advance story branches, creating a cohesive event chain.
Common Pitfalls
- Forgetting to specify
state or province under COUNTRY scope: When the scope is a country rather than a state, you must manually provide either state = ... or province = ... fields. Otherwise, the game cannot locate the target building and the command silently fails. Newcomers often mistakenly assume COUNTRY scope automatically searches the capital or entire nation.
- Specifying only
state for province-level buildings while expecting precise targeting: According to official documentation, province-level buildings with only a state specified will recursively search all provinces in that state and hit the first match. To maintain precise control, you must explicitly provide province; otherwise you risk damaging unintended buildings in other provinces of the same type.