Supported target:THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
Description
Starts a limited peace conference between the two countries if at war. Only the specified loser country and their potential subjects are included as losers in the conference. ROOT is the winner while the target tag is the loser.
Example:
SOV = {
start_peace_conference = {
tag = FIN # main loser
score_factor = 0.2 # 0-1, the fraction of conference score allocated to winners. Can use a variable like eg PREV.surrender_progress. 0.0 implies a white peace.
# winner_scope and loser_scope can be ALL (all relevant countries), FACTION (members of main country's faction and overlordship), LIMITED_FACTION (faction members if main country is faction leader, and subjects if main country is overlord), and LIMITED (main country and their subjects)
winner_scope = FACTION # optional, default is LIMITED_FACTION
loser_scope = FACTION # optional, default is LIMITED_FACTION
message = FIN_agree_peace # optional, custom message to display in post-conference popup
}
}
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_peace_conference 最适合在"停战事件"或"外交谈判"类 mod 中使用,例如让某国在特定条件满足后主动触发一场有限和平会议,而不必等待标准投降流程。常见场景包括历史和议(如苏芬冬季战争的和谈)或玩家决策驱动的妥协外交。
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_peace_conference is best suited for use in "armistice event" or "diplomatic negotiation" type mods, such as allowing a certain nation to actively trigger a limited peace conference after specific conditions are met, rather than waiting for the standard surrender process. Common scenarios include historical peace talks (such as negotiations during the Soviet-Finnish Winter War) or player decision-driven compromise diplomacy.
# The Soviet Union actively negotiates peace with Finland; both sides have limited faction scope, granting lower conference allocation ratios
SOV = {
start_peace_conference = {
tag = FIN
score_factor = 0.35
winner_scope = LIMITED_FACTION
loser_scope = LIMITED
message = sov_fin_winter_war_peace
}
}
Synergy
[has_war_with](/wiki/trigger/has_war_with) (Note: this condition is not in the whitelist; see pitfalls below) → In practice, use [has_defensive_war_with](/wiki/trigger/has_defensive_war_with) to verify whether the target nation is in a state of war before triggering, avoiding invocation against non-belligerent countries.
[country_event](/wiki/effect/country_event): After the peace conference concludes, typically follow immediately with an event to notify the player or trigger subsequent storylines, working in tandem with this effect to form a complete diplomatic event chain.
[has_capitulated](/wiki/trigger/has_capitulated): Before triggering the peace conference, determine whether the target nation has already capitulated, preventing premature forced end to war while the target still resists.
[create_wargoal](/wiki/effect/create_wargoal): Create specific war goals before the peace conference, making the war results available for distribution in the conference more explicit, avoiding blank peace agreements.
Common Pitfalls
Calling without verifying belligerent status first: If invoked when the two nations are not in the same war, start_peace_conference will fail silently without error, causing script logic to break. Always confirm both parties are in an active war within the trigger block before execution.
Confusion between score_factor and white peace: Setting score_factor to 0.0 enforces white peace (neither side may claim territory), but many newcomers mistakenly think it merely means "very low score" and territories can still be divided. In reality, when set to zero, the winning side cannot obtain any war goals whatsoever; this requires careful configuration.