Wiki

trigger · pc_is_forced_government

Definition

  • Supported scope:COUNTRY
  • Supported target:none

Description

Checks if country has had their government force-changed in the peace conference.
Example:
CZE = { pc_is_forced_government = yes }

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

pc_is_forced_government 常用于和平会议后的剧本事件或国策判断中,检测本国是否被战胜国强制更换了政府,从而触发抵抗、傀儡化或特殊恢复路线等剧情。例如在战后事件中,为被强制改变政府的国家提供专属的"恢复主权"国策选项:

# 战后国策 available 检查
focus = {
    id = CZE_reclaim_sovereignty
    available = {
        CZE = { pc_is_forced_government = yes }
    }
    ...
}

# 或在 country_event 的 trigger 块中
country_event = {
    id = my_mod.1
    trigger = {
        pc_is_forced_government = yes
        has_capitulated = no
    }
    ...
}

配合关系

  • [has_capitulated](/wiki/trigger/has_capitulated):常与之配合,区分"被打败后接受条款"与"被强制换政府"这两种不同的战败状态,避免条件重叠误判。
  • [has_country_leader_ideology](/wiki/trigger/has_country_leader_ideology):在确认政府被强换后,进一步判断当前被强制的意识形态类型,以便为不同意识形态的傀儡政权触发差异化事件。
  • [has_completed_focus](/wiki/trigger/has_completed_focus):配合检测该国是否已完成某个"反抗外来政府"的国策,用于控制恢复主权剧情链的推进节奏。
  • [add_ideas](/wiki/effect/add_ideas):当 trigger 为真时,在 effect 块中附加"外来政府压迫"类 idea,反映强制换政后的国内动荡惩罚。

常见坑

  1. scope 用错:此 trigger 只能在 COUNTRY scope 下调用,新手容易误写在 STATE scope(如 any_owned_state 内部)中,导致脚本报错或静默失效,需确保外层 scope 是国家。
  2. 误以为持续生效pc_is_forced_government 是和平会议写入的一次性标记,不会因后续玩家手动修改政府而自动清除或重置,不要将其当作"当前政府是否为非本国意志"的实时状态来循环判断。

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

pc_is_forced_government is commonly used in post-peace conference scripted events or national focus conditions to check whether the nation's government has been forcibly replaced by the victors, thereby triggering storylines for resistance, puppet state status, or special restoration routes. For example, in a post-war event, you can provide an exclusive "reclaim sovereignty" focus option for nations whose government has been forcibly changed:

# Post-war focus available check
focus = {
    id = CZE_reclaim_sovereignty
    available = {
        CZE = { pc_is_forced_government = yes }
    }
    ...
}

# Or in the trigger block of a country_event
country_event = {
    id = my_mod.1
    trigger = {
        pc_is_forced_government = yes
        has_capitulated = no
    }
    ...
}

Synergy

  • [has_capitulated](/wiki/trigger/has_capitulated): Commonly paired together to distinguish between "accepting terms after defeat" and "forcibly having government changed," two distinct defeated states, to avoid condition overlap and misjudgments.
  • [has_country_leader_ideology](/wiki/trigger/has_country_leader_ideology): After confirming the government has been forcibly replaced, further check the ideology type of the forced government to trigger differentiated events for puppet regimes of different ideologies.
  • [has_completed_focus](/wiki/trigger/has_completed_focus): Combined with checks to see if the nation has completed a certain "resist foreign government" focus, used to control the pacing of sovereignty restoration storyline chains.
  • [add_ideas](/wiki/effect/add_ideas): When the trigger is true, attach "foreign government oppression" type ideas in the effect block, reflecting the domestic unrest penalties after forced government change.

Common Pitfalls

  1. Incorrect scope usage: This trigger can only be called under COUNTRY scope. Beginners often mistakenly write it in STATE scope (such as inside any_owned_state), causing script errors or silent failures. Always ensure the outer scope is a nation.
  2. Mistaking it for persistent effect: pc_is_forced_government is a one-time flag written by the peace conference and will not automatically clear or reset if the player manually changes government afterward. Do not treat it as a real-time state of "whether the current government is against the nation's will" for repeated checks.