Wiki

effect · kill_country_leader

Definition

  • Supported scope:COUNTRY
  • Supported target:none

Description

kills a country leader and removes him completely, making the next in line the new party and country leader

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

常用于剧本事件中清除某国的现任领导人,例如政变、暗杀或历史性死亡事件。触发后游戏会自动将该党派的下一位角色提升为新领导人,无需手动指定继任者。典型场景包括让某国在特定时间点完成领导层更迭,或在内战触发前清除旧领导人。

country_event = {
    id = my_mod.1
    title = "领导人遇刺"
    desc = "我们的领导人已经离世。"

    option = {
        name = "接受现实"
        kill_country_leader = yes
    }
}

配合关系

  • [create_country_leader](/wiki/effect/create_country_leader):当下一顺位继任者不符合剧本需要时,可在 kill_country_leader 之后立即创建一位全新的领导人,精确控制继任者的特质与意识形态。
  • [add_country_leader_trait](/wiki/effect/add_country_leader_trait):杀死旧领导人、新领导人自动上位后,立刻为其追加特质,实现"上台即带 buff"的叙事效果。
  • [has_country_leader](/wiki/trigger/has_country_leader):在触发 kill 之前用于条件检查,确认目标领导人确实存在,避免在领导人已不在位时重复执行产生异常。
  • [country_event](/wiki/effect/country_event):配合后续事件链,在领导人被移除后触发下一个剧情节点,衔接完整的政治叙事。

常见坑

  1. 误以为可以指定杀死哪位领导人kill_country_leader 没有任何参数,它只会移除当前执政的国家领袖,无法通过字段指定杀死某个特定角色。若需要针对特定角色,应先切换至该角色的 character scope 使用对应的角色移除指令,而非依赖此 effect。
  2. 忽略继任者为空的情况:如果该党派没有其他候选领导人且未提前用 create_country_leader 准备好继任者,执行后国家可能陷入无领导人状态,导致后续依赖 [has_country_leader](/wiki/trigger/has_country_leader) 的条件判断全部失效,需在设计事件链时提前规划好继任人选。

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

Commonly used in scripted events to remove a country's current leader, such as in coup, assassination, or historical death events. Once triggered, the game automatically promotes the next character in the party to become the new leader without requiring manual successor designation. Typical scenarios include orchestrating a leadership transition at a specific point in time, or removing the old leader before a civil war is triggered.

country_event = {
    id = my_mod.1
    title = "Leader Assassinated"
    desc = "Our leader has passed away."

    option = {
        name = "Accept Reality"
        kill_country_leader = yes
    }
}

Synergy

  • [create_country_leader](/wiki/effect/create_country_leader): When the next-in-line successor doesn't fit the scenario's needs, you can immediately create a brand new leader after kill_country_leader, precisely controlling the successor's traits and ideology.
  • [add_country_leader_trait](/wiki/effect/add_country_leader_trait): After the old leader is killed and the new one automatically ascends, immediately add traits to achieve the narrative effect of "taking office with built-in buffs."
  • [has_country_leader](/wiki/trigger/has_country_leader): Use this before triggering the kill as a conditional check to confirm the target leader actually exists, avoiding anomalies from repeated execution when the leader is already gone.
  • [country_event](/wiki/effect/country_event): Chain with subsequent events to trigger the next story beat after the leader is removed, creating a seamless political narrative.

Common Pitfalls

  1. Mistakenly believing you can specify which leader to kill: kill_country_leader has no parameters—it only removes the current ruling leader and cannot target a specific character via field arguments. If you need to remove a particular character, you should first switch to that character's scope and use the appropriate character removal command instead of relying on this effect.
  2. Overlooking the case where there is no successor: If the party has no other candidate leaders and you haven't prepared a successor with create_country_leader in advance, execution may leave the country in a leaderless state, causing all subsequent conditional checks relying on [has_country_leader](/wiki/trigger/has_country_leader) to fail. You must plan successor candidates ahead of time when designing event chains.