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
end_exileCOUNTRYTHIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITALEnds the exile of of the current scope's country
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。
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
}
[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。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。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 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.
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
}
[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.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.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.