Hands-On Usage
force_disable_resistance is commonly used in mods to simulate special occupation protocols, puppet state stabilization, or to completely suppress regional resistance movements following scenario events. For example, after a player completes a specific focus tree, resistance generation can be forcibly disabled for designated states. The occupier / occupied fields enable fine-grained control to disable resistance only when specific nations occupy territory, making them ideal for complex occupation scripts involving multiple competing powers.
# National event: After signing the Cooperation Agreement, resistance stops in British territories occupied by Germany
every_owned_state = {
limit = {
is_controlled_by = GER
occupied_country_tag = ENG
}
force_disable_resistance = {
clear = no
occupier = GER
occupied = ENG
}
}
Synergy
[force_enable_resistance](/wiki/effect/force_enable_resistance): Acts as the counterpart toggle to this command. In mods, it's commonly used in event branches—one option disables resistance while another re-enables it, creating dynamic occupation situation switching.
[set_resistance](/wiki/effect/set_resistance): Zero out resistance values before disabling resistance to prevent residual resistance from immediately erupting once the disable is lifted.
[has_active_resistance](/wiki/trigger/has_active_resistance): Check within limit whether the state currently has active resistance, ensuring the disable is only applied to states that truly have resistance, reducing wasted calls.
[set_occupation_law](/wiki/effect/set_occupation_law): Occupation laws and resistance suppression are typically used in tandem. Set a more lenient occupation law before disabling resistance to make the logic more coherent.
Common Pitfalls
- Forgetting the scope must be STATE: Writing this command at the COUNTRY scope execution level (such as the top level of an
option in a country_event) without first entering state scope via every_owned_state / capital_scope, etc., will cause script errors or silent failures—a common mistake for newcomers.
- Overlooking the side effects of
clear = yes: Setting clear = yes erases all previously applied disable records for that state, whether from scripts or other sources. If multiple mods or event chains have stacked disable conditions, carelessly using clear = yes may unexpectedly restore resistance that shouldn't be restored. Only enable this option when you explicitly need a complete reset.