Wiki

effect · force_disable_resistance

Definition

  • Supported scope:STATE
  • Supported target:any

Description

force disables resistance for scoped state.  :
force_disable_resistance = GER # same as occupier = GER 
force_disable_resistance = { 
  clear = no #if yes, will clear previously disabled resistance
  occupier = GER #if set, the resistance will be disabled when the occupier is GER
  occupied = ENG #if set, the resistance will be disabled if the occupier country is target
}

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

force_disable_resistance 常用于 mod 中模拟特殊占领协议、傀儡政权稳定化或剧本事件触发后彻底压制某地区抵抗运动的场景,例如当玩家完成特定国策后对指定州强制关闭抵抗生成。通过 occupier / occupied 字段还可以精细控制"仅当特定国家占领时"才禁用抵抗,适合多方势力共存的复杂占领脚本。

# 某国家事件:签署《合作协议》后,德国占领的英国领土停止抵抗
every_owned_state = {
    limit = {
        is_controlled_by = GER
        occupied_country_tag = ENG
    }
    force_disable_resistance = {
        clear = no
        occupier = GER
        occupied = ENG
    }
}

配合关系

  • [force_enable_resistance](/wiki/effect/force_enable_resistance):与本指令互为开关,mod 中常用于事件分支——一个选项禁用抵抗,另一个选项重新启用,形成动态占领局势切换。
  • [set_resistance](/wiki/effect/set_resistance):禁用抵抗前先将抵抗值归零,避免禁用后残余抵抗值在解除禁用时立即爆发。
  • [has_active_resistance](/wiki/trigger/has_active_resistance):在 limit 中检测该州当前是否存在活跃抵抗,确保只对真正有抵抗的州执行禁用,减少无效调用。
  • [set_occupation_law](/wiki/effect/set_occupation_law):占领法律与抵抗抑制通常联动使用,先设置较宽松的占领法再禁用抵抗,使逻辑更自洽。

常见坑

  1. 忘记 scope 必须是 STATE:将该指令写在 COUNTRY scope 的执行块(如 country_eventoption 顶层)而不先通过 every_owned_state / capital_scope 等进入州 scope,会导致脚本报错或静默失效,新手最易犯此错。
  2. clear = yes 的副作用被忽视:设置 clear = yes 会清除该州所有之前通过脚本或其他途径施加的禁用记录,若多个 mod 或事件链叠加了禁用条件,随意使用 clear = yes 可能意外恢复不该恢复的抵抗,建议仅在明确需要完全重置时才启用此选项。

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

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

  1. 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.
  2. 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.