Wiki

effect · end_exile

Definition

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

Description

Ends the exile of of the current scope's country

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

end_exile 常用于流亡政府类 mod 或历史事件链中,当某国完成了恢复主权的条件(如解放首都、签署和平协议)后,用该 effect 正式终止其流亡状态、使其重新成为正常国家。例如在一个法国抵抗事件链中,当盟军解放巴黎后触发事件恢复法国正统地位:

# 某事件 option 中,以 FRA 为 scope
FRA = {
    end_exile = yes
    add_political_power = 100
    add_stability = 0.10
}

配合关系

  • [become_exiled_in](/wiki/effect/become_exiled_in):与 end_exile 互为逆操作,常在同一事件链的前后节点配合使用,一个建立流亡状态、一个解除流亡状态,构成完整的流亡生命周期。
  • [has_capitulated](/wiki/trigger/has_capitulated):常作为前置条件检查,确认目标国曾被击败、确实处于流亡状态,再由 end_exile 解除,避免在非流亡国上误调用。
  • [add_ideas](/wiki/effect/add_ideas):结束流亡后通常需要同步给予国家重建相关的 idea(如"战后重建"),两者配合还原正常执政状态。
  • [country_event](/wiki/effect/country_event):结束流亡后立即触发后续事件,通知玩家或 AI 国家已恢复正常状态并给出后续选择,保证叙事流畅。

常见坑

  1. 在非流亡国上调用:若目标国当前并不处于流亡状态就执行 end_exile,游戏不会报错但也不会产生任何效果,新手容易在调试时误以为脚本有 bug,应先用相关 trigger 确认流亡状态再执行。
  2. Scope 指向错误end_exile 只能作用于 COUNTRY scope,若在 state 或 character scope 下调用(例如忘记用 FRA = { } 包裹),将导致脚本解析错误或静默失效,务必确认当前 scope 为正确的国家标签。

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

end_exile is commonly used in exile government mods or historical event chains. When a country fulfills the conditions to restore sovereignty (such as liberating its capital or signing a peace agreement), this effect formally terminates its exile status and restores it to a normal nation. For example, in a French resistance event chain, when the Allies liberate Paris, an event is triggered to restore French legitimacy:

# In a certain event option, with FRA as scope
FRA = {
    end_exile = yes
    add_political_power = 100
    add_stability = 0.10
}

Synergy

  • [become_exiled_in](/wiki/effect/become_exiled_in): The inverse operation of end_exile, commonly used in tandem at different nodes of the same event chain—one establishes exile status, the other removes it, forming a complete exile lifecycle.
  • [has_capitulated](/wiki/trigger/has_capitulated): Often serves as a prerequisite check to confirm the target nation was defeated and is indeed in exile status before end_exile removes it, preventing accidental invocation on non-exiled nations.
  • [add_ideas](/wiki/effect/add_ideas): After ending exile, the nation typically needs to receive reconstruction-related ideas (such as "Post-War Recovery") simultaneously; using both together restores the normal governing state.
  • [country_event](/wiki/effect/country_event): Trigger subsequent events immediately after ending exile to notify the player or AI nation that normal status has been restored and present further choices, ensuring narrative continuity.

Common Pitfalls

  1. Invoking on a non-exiled nation: If the target nation is not currently in exile status when end_exile is executed, the game will not error but also produce no effect. Inexperienced modders may mistakenly assume the script has a bug during debugging; always use relevant triggers to confirm exile status before execution.
  2. Incorrect scope reference: end_exile only works on COUNTRY scope. If invoked under state or character scope (for example, forgetting to wrap it in FRA = { }), it will cause script parsing errors or silent failure. Always ensure the current scope is the correct country tag.