Wiki

effect · destroy_ships

Definition

  • Supported scope:COUNTRY
  • Supported target:none

Description

Destroys ships of specified country and amount
Example: 
ENG={ 
	destroy_ships = {
		type=light_cruiser
		count=all #or number
	}
}

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

destroy_ships 常用于事件或决策中模拟海战失败、封锁突破或剧情节点导致舰队损失的场景,例如某国被迫凿沉舰队以防止落入敌手(类似法国土伦事件)。也可用于游戏平衡 mod 中,在特定条件达成时削减 AI 的海军规模。

# 法国触发土伦凿船事件后执行
VIC = {
    destroy_ships = {
        type = destroyer
        count = all
    }
    destroy_ships = {
        type = heavy_cruiser
        count = 3
    }
}

配合关系

  • [has_capitulated](/wiki/trigger/has_capitulated):常作为前置判断,仅在目标国已投降时才执行凿船,逻辑上更严谨。
  • [delete_units](/wiki/effect/delete_units):同步删除陆军单位,与 destroy_ships 配合模拟全面军事崩溃或停战解除武装的完整效果。
  • [add_political_power](/wiki/effect/add_political_power):凿船或舰队损毁事件后给予政治点数作为补偿或惩罚,丰富事件叙事反馈。
  • [country_event](/wiki/effect/country_event):在摧毁舰队后触发后续事件,形成事件链,推动剧情发展。

常见坑

  1. count 值超过实际数量不会报错但需注意:使用具体数字时若该舰型数量不足,游戏会尽量摧毁现有的而不报错,但逻辑上应先用 [any_navy_leader](/wiki/trigger/any_navy_leader) 等手段确认目标国确实拥有该舰型,避免效果静默失效让玩家困惑。
  2. type 必须填写设备类型的 key 而非舰船变种名:新手常误填具体变种名称(如自定义舰船名)而非基础类型(如 light_cruisersubmarine),导致脚本无效果且不报错,排查时极为隐蔽。

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

destroy_ships is commonly used in events or decisions to simulate naval battle losses, blockade breakthroughs, or fleet destruction caused by story events—such as a nation being forced to scuttle its fleet to prevent it from falling into enemy hands (similar to the French Toulon event). It can also be used in balance mods to reduce AI naval strength when specific conditions are met.

# Execute after France triggers the Toulon scuttling event
VIC = {
    destroy_ships = {
        type = destroyer
        count = all
    }
    destroy_ships = {
        type = heavy_cruiser
        count = 3
    }
}

Synergy

  • [has_capitulated](/wiki/trigger/has_capitulated): Commonly used as a precondition check to execute ship destruction only when the target nation has capitulated, making the logic more sound.
  • [delete_units](/wiki/effect/delete_units): Simultaneously removes land units; when combined with destroy_ships, it simulates a complete military collapse or the full effect of disarmament following an armistice.
  • [add_political_power](/wiki/effect/add_political_power): Awards political power after fleet scuttling or destruction events as compensation or penalty, enriching the narrative feedback of events.
  • [country_event](/wiki/effect/country_event): Triggers subsequent events after destroying the fleet, creating an event chain that advances the storyline.

Common Pitfalls

  1. count values exceeding actual ship quantities won't error but require attention: When using specific numbers, if the fleet lacks enough ships of that type, the game will destroy what is available without reporting an error. However, logically you should first use means like [any_navy_leader](/wiki/trigger/any_navy_leader) to confirm the target nation actually possesses that ship type, avoiding silent failure of effects that confuses players.
  2. type must use the equipment type's key, not ship variant names: Beginners often mistakenly fill in specific variant names (such as custom ship names) instead of base types (such as light_cruiser, submarine), causing the script to have no effect and produce no error. This is extremely difficult to troubleshoot.