命令百科

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。