Wiki

effect · reserve_dynamic_country

Definition

  • Supported scope:COUNTRY
  • Supported target:any

Description

reserves a dynamic country so it won't be recycled for civil wars. A dynamic country with no owned states must be reserved after it is created and unreserved once it is no longer going to be used. example :
reserve_dynamic_country = yes
reserve_dynamic_country = no

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

reserve_dynamic_country 主要用于内战或动态政权分裂脚本中,当你通过事件/决议临时创建一个没有领土的动态国家时,需要立即将其标记为"已保留",防止游戏将其回收复用。当该动态国家完成使命(如内战结束、傀儡政权解散)后,再将其释放以归还资源池。

# 创建内战派系动态国家后立即保留
create_country_leader = { ... }
reserve_dynamic_country = yes

# 内战结束事件中释放
country_event = {
    id = civil_war.99
    immediate = {
        reserve_dynamic_country = no
    }
}

配合关系

  • [has_civil_war](/wiki/trigger/has_civil_war):检测当前是否存在内战,通常作为保留/释放动作的前置判断条件,避免在无内战状态下误操作动态国家。
  • [add_civil_war_target](/wiki/effect/add_civil_war_target):内战场景下常与本命令一起出现,先添加内战目标国家,再保留该动态国家以防被回收。
  • [annex_country](/wiki/effect/annex_country):内战结束时吞并动态国家后,随即执行 reserve_dynamic_country = no 来释放,二者构成"创建→使用→回收"闭环。
  • [diplomatic_relation](/wiki/effect/diplomatic_relation):动态国家刚被保留后,往往需要立刻设置与宿主国的外交关系(如傀儡、联盟),二者顺序执行确保动态国家在关系建立前不被回收。

常见坑

  1. 忘记释放:创建动态国家后只写了 = yes,却在内战/事件结束时没有对应的 = no,导致动态国家槽位被长期占用,游戏后期大量内战事件可能无法正常生成新的动态国家。
  2. 作用域错误:本命令必须在动态国家自身的 COUNTRY scope 下执行,若误写在宿主国或 STATE scope 内将不会生效,且 Clausewitz 引擎通常不会抛出明显报错,极难排查。

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

reserve_dynamic_country is primarily used in civil war or dynamic state dissolution scripts. When you create a dynamic country without territory via an event or decision, you must immediately mark it as "reserved" to prevent the game from recycling it. Once the dynamic country completes its purpose (such as the civil war ending or puppet regime dissolving), release it to return resources to the pool.

# Reserve dynamic country immediately after creating civil war faction
create_country_leader = { ... }
reserve_dynamic_country = yes

# Release in civil war end event
country_event = {
    id = civil_war.99
    immediate = {
        reserve_dynamic_country = no
    }
}

Synergy

  • [has_civil_war](/wiki/trigger/has_civil_war): Detects whether a civil war currently exists; typically serves as a prerequisite check before reserve/release operations to avoid unintended manipulation of dynamic countries when no civil war is active.
  • [add_civil_war_target](/wiki/effect/add_civil_war_target): Frequently appears alongside this command in civil war scenarios—first add the civil war target country, then reserve the dynamic country to prevent recycling.
  • [annex_country](/wiki/effect/annex_country): When the civil war ends, annex the dynamic country and immediately execute reserve_dynamic_country = no to release it, forming a complete "create→use→recycle" lifecycle.
  • [diplomatic_relation](/wiki/effect/diplomatic_relation): After a dynamic country is reserved, you typically need to establish diplomatic relations with the host nation (such as puppet or alliance) right away; executing both in sequence ensures the dynamic country is not recycled before relations are established.

Common Pitfalls

  1. Forgetting to release: After creating a dynamic country, you write = yes but fail to add a corresponding = no when the civil war or event ends, causing the dynamic country slot to remain occupied for an extended period. Late-game, numerous civil war events may fail to generate new dynamic countries properly.
  2. Scope errors: This command must execute within the dynamic country's own COUNTRY scope. If mistakenly written within the host nation or STATE scope, it will not take effect, and the Clausewitz engine typically does not throw obvious errors, making it extremely difficult to debug.