Wiki

effect · start_civil_war

Definition

  • Supported scope:COUNTRY
  • Supported target:THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

Description

Given ideology starts a civil war in the country.

For 'keep triggers', the scope is :
THIS = Character
FROM = Target country

Example :

start_civil_war = { ideology = revolting ideology ruling_party = ruling party for country size = 0-1 Size modifier of the revolt. Affects stockpile, army, air and navy as well army_ratio = 0-1 Overrides size modifier for army navy_ratio = 0-1 Overrides size modifier for navy air_ratio = 0-1 Overrides size modifier for air states = {...} States that go to the revolter. Use "all" to include all states. states_filter = {...} States that go to the revolter. Filtering trigger on the states scripted to go to the revolter. keep_all_characters = yes - keep all characters on target country side - will ignore all following keep_ parameters - default value = no keep_unit_leaders = {...} specify ID of unit leaders that remain with the original country keep_unit_leaders_trigger = {...} Trigger for unit leaders to remain with the original country keep_scientists_trigger = {...} Trigger for scientist to remain with the original country keep_political_leader = yes/no # optional, default is no; If yes, the party leader of the revolting ideology will not join the revolter as its leader. keep_political_party_members = yes/no # optional, default is no; If yes, it will keep the non main leaders of the party leaders in original country ... effect list ... # you can list effects that will run on civil war country }

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

start_civil_war 最常见于意识形态革命、政变或内乱事件链,例如当某国法西斯支持度过高时触发法西斯叛乱,或在国策完成后强制分裂出一个对立政权。通过 statesstates_filter 可以精确划定叛乱方获得的领土,size 则控制叛乱方从原国家"分走"的资源与军队比例,让内战规模感更真实。

# 当民族主义支持度超过阈值时,触发内战事件
country_event = { id = my_mod.101 }

# 在事件 option 中执行内战
start_civil_war = {
    ideology = fascism
    size = 0.35
    army_ratio = 0.4
    states_filter = {
        is_core_of = FROM   # 叛乱方的核心省份优先划给叛乱政权
    }
    keep_unit_leaders_trigger = {
        has_trait = politically_connected  # 有政治背景的将领留在原政府
    }
    add_popularity = {
        ideology = fascism
        popularity = 0.1
    }
}

配合关系

  • [has_civil_war](/wiki/trigger/has_civil_war):在后续事件或决策的 trigger 块中检测内战是否已经发生,避免重复触发同一内战逻辑。
  • [has_country_leader_ideology](/wiki/trigger/has_country_leader_ideology):在 start_civil_war 前判断当前执政意识形态,确保叛乱的意识形态与执政党不同,防止同意识形态内战导致逻辑矛盾。
  • [add_popularity](/wiki/effect/add_popularity):内战前后调整各意识形态支持度,使内战爆发在政治生态上更合理,也可用于叛乱方国家初始化效果块内。
  • [create_wargoal](/wiki/effect/create_wargoal):内战结束后为原国家或叛乱方附加战争目标,延伸内战的后续政治后果,常用于内战后重新统一的脚本链。

常见坑

  1. 效果块内写法混淆start_civil_war 的内部 ... effect list ... 区域是运行在叛乱方国家上的效果,而非原国家,新手常在此处误写原国家的 add_ideas 等效果,导致 ideas 被错误地加到叛乱政权而非预期国家。
  2. statesstates_filter 同时使用时顺序理解有误states 是手动指定州列表,states_filter 是对"脚本中已指定要给叛乱方的州"再做过滤触发器筛选,两者并非简单叠加;若不加 states 直接只写 states_filter,过滤器实际上没有任何候选对象可筛,内战将按默认逻辑随机分配领土,而非按预期过滤。

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

start_civil_war is most commonly used in ideological revolutions, coups, or civil unrest event chains. For example, triggering a fascist rebellion when a nation's fascism support exceeds a threshold, or forcing a split into an opposing regime after focus tree completion. Using states or states_filter allows precise definition of which territories the rebel side receives, while size controls the ratio of resources and army units the rebel faction "takes away" from the original nation, making the scale of civil war feel more authentic.

# Trigger a civil war event when nationalism support exceeds threshold
country_event = { id = my_mod.101 }

# Execute civil war within event option
start_civil_war = {
    ideology = fascism
    size = 0.35
    army_ratio = 0.4
    states_filter = {
        is_core_of = FROM   # Core provinces of rebel faction are prioritized for rebel regime
    }
    keep_unit_leaders_trigger = {
        has_trait = politically_connected  # Military leaders with political connections remain with original government
    }
    add_popularity = {
        ideology = fascism
        popularity = 0.1
    }
}

Synergy

  • [has_civil_war](/wiki/trigger/has_civil_war): Check in subsequent event or decision trigger blocks whether a civil war has already occurred, preventing duplicate execution of the same civil war logic.
  • [has_country_leader_ideology](/wiki/trigger/has_country_leader_ideology): Verify the current ruling ideology before start_civil_war to ensure the rebel ideology differs from the ruling party, preventing logically contradictory same-ideology civil wars.
  • [add_popularity](/wiki/effect/add_popularity): Adjust ideology popularity before and after civil war to make the outbreak politically coherent, or apply within the rebel nation's initialization effect block.
  • [create_wargoal](/wiki/effect/create_wargoal): Add war goals to the original nation or rebel faction after civil war ends, extending the political consequences of the conflict, commonly used in scripted chains for post-civil-war reunification.

Common Pitfalls

  1. Effect block syntax confusion: The internal ... effect list ... section of start_civil_war runs effects on the rebel nation, not the original nation. Beginners often mistakenly write original nation effects like add_ideas here, causing ideas to be incorrectly added to the rebel regime instead of the intended nation.
  2. Misunderstanding execution order when using both states and states_filter simultaneously: states manually specifies a state list, while states_filter applies filter triggers to "states already designated in the script for the rebel faction." They are not simply additive; if states is omitted and only states_filter is written, the filter has no candidate objects to filter, and the civil war will allocate territory by default random logic rather than as intended by the filter.