effect · destroy_ships
Definition
- Supported scope:
COUNTRY - Supported target:
none
Description
Destroys ships of specified country and amount
Example:
ENG={
destroy_ships = {
type=light_cruiser
count=all #or number
}
}
destroy_shipsCOUNTRYnoneDestroys ships of specified country and amount
Example:
ENG={
destroy_ships = {
type=light_cruiser
count=all #or number
}
}
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.
destroy_ships is commonly used in events or decisions to simulate naval battle losses, blockade breakthroughs, or fleet destruction caused by story events—such as a nation being forced to scuttle its fleet to prevent it from falling into enemy hands (similar to the French Toulon event). It can also be used in balance mods to reduce AI naval strength when specific conditions are met.
# Execute after France triggers the Toulon scuttling event
VIC = {
destroy_ships = {
type = destroyer
count = all
}
destroy_ships = {
type = heavy_cruiser
count = 3
}
}
[has_capitulated](/wiki/trigger/has_capitulated): Commonly used as a precondition check to execute ship destruction only when the target nation has capitulated, making the logic more sound.[delete_units](/wiki/effect/delete_units): Simultaneously removes land units; when combined with destroy_ships, it simulates a complete military collapse or the full effect of disarmament following an armistice.[add_political_power](/wiki/effect/add_political_power): Awards political power after fleet scuttling or destruction events as compensation or penalty, enriching the narrative feedback of events.[country_event](/wiki/effect/country_event): Triggers subsequent events after destroying the fleet, creating an event chain that advances the storyline.count values exceeding actual ship quantities won't error but require attention: When using specific numbers, if the fleet lacks enough ships of that type, the game will destroy what is available without reporting an error. However, logically you should first use means like [any_navy_leader](/wiki/trigger/any_navy_leader) to confirm the target nation actually possesses that ship type, avoiding silent failure of effects that confuses players.type must use the equipment type's key, not ship variant names: Beginners often mistakenly fill in specific variant names (such as custom ship names) instead of base types (such as light_cruiser, submarine), causing the script to have no effect and produce no error. This is extremely difficult to troubleshoot.