Wiki

effect · kill_operative

Definition

  • Supported scope:COUNTRY, CHARACTER
  • Supported target:THIS, ROOT, PREV, FROM

Description

Kills an operative. This will temporarily lock the slot they occupy
Examples:
GER = {
    kill_operative = PREV  # where PREV is an operative (unit leader)
    # or
    kill_operative = {
        operative = PREV
    }
}

kill_operative = { killed_by = GER } # where the scope is an unit 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

kill_operative 常用于剧情事件或决议中处决/击毙敌方特工,例如反间谍行动成功后将被捕特工彻底消除。与 capture_operative 不同,此 effect 会直接杀死特工并暂时锁定其槽位,适合表现"永久移除"的叙事节点。

# 反间谍行动成功事件:击毙潜伏特工
country_event = {
    id = counter_intel.1
    ...
    option = {
        name = counter_intel.1.a
        # scope 此时为 COUNTRY,PREV 指向被捕的特工角色
        kill_operative = {
            operative = PREV
            killed_by = ROOT
        }
    }
}

配合关系

  • [capture_operative](/wiki/effect/capture_operative):捕获特工后再决定是否处决,两者构成"先抓后杀"的完整流程。
  • [has_captured_operative](/wiki/trigger/has_captured_operative):作为前置条件检测当前是否持有被捕特工,确保 kill_operative 执行时目标合法存在。
  • [free_operative](/wiki/effect/free_operative):与 kill_operative 形成对立选项,玩家可在事件 option 中二选一,决定释放还是处决。
  • [turn_operative](/wiki/effect/turn_operative):同样是处理被捕特工的后续手段,可先尝试策反,失败后再走击杀分支。

常见坑

  1. 目标 scope 混淆:在 COUNTRY scope 下必须通过 operative = <target> 或直接 kill_operative = PREV 指定特工对象;若忘记指定或目标不是特工类角色,效果会静默失败,不会报错但特工不会死亡。
  2. 槽位锁定误解:特工被杀后槽位会临时锁定,新手常误以为永久失去该槽位而刻意回避此 effect,实际上只需等待锁定期结束即可重新招募。

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

kill_operative is commonly used in flavor events or decisions to execute/eliminate enemy operatives, such as permanently removing a captured operative after a successful counter-intelligence operation. Unlike capture_operative, this effect directly kills the operative and temporarily locks its slot, making it suitable for narrative moments depicting "permanent removal."

# Counter-intelligence success event: eliminate embedded operative
country_event = {
    id = counter_intel.1
    ...
    option = {
        name = counter_intel.1.a
        # scope is COUNTRY; PREV refers to the captured operative character
        kill_operative = {
            operative = PREV
            killed_by = ROOT
        }
    }
}

Synergy

  • [capture_operative](/wiki/effect/capture_operative): Capture an operative first, then decide whether to execute—these two effects form a complete "capture-then-eliminate" workflow.
  • [has_captured_operative](/wiki/trigger/has_captured_operative): Serves as a precondition to check if the country currently holds a captured operative, ensuring the kill_operative target is legally available when executed.
  • [free_operative](/wiki/effect/free_operative): Forms an opposing choice to kill_operative; players can select one or the other in an event option to decide whether to release or execute.
  • [turn_operative](/wiki/effect/turn_operative): An alternative method for handling captured operatives—attempt to turn them first, and if that fails, proceed to the elimination branch.

Common Pitfalls

  1. Target scope confusion: Within a COUNTRY scope, you must specify the operative via operative = <target> or directly kill_operative = PREV; if the target is omitted or is not an operative character, the effect silently fails without error messages, and the operative survives.
  2. Slot-locking misconception: After an operative is killed, its slot becomes temporarily locked. Newcomers often mistakenly believe the slot is lost permanently and intentionally avoid using this effect, when in reality the slot can be refilled once the lockout period expires.