Wiki

effect · end_exile

Definition

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

Description

Ends the exile of of the current scope's country

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

end_exile is commonly used in exile government mods or historical event chains. When a country fulfills the conditions to restore sovereignty (such as liberating its capital or signing a peace agreement), this effect formally terminates its exile status and restores it to a normal nation. For example, in a French resistance event chain, when the Allies liberate Paris, an event is triggered to restore French legitimacy:

# In a certain event option, with FRA as scope
FRA = {
    end_exile = yes
    add_political_power = 100
    add_stability = 0.10
}

Synergy

  • [become_exiled_in](/wiki/effect/become_exiled_in): The inverse operation of end_exile, commonly used in tandem at different nodes of the same event chain—one establishes exile status, the other removes it, forming a complete exile lifecycle.
  • [has_capitulated](/wiki/trigger/has_capitulated): Often serves as a prerequisite check to confirm the target nation was defeated and is indeed in exile status before end_exile removes it, preventing accidental invocation on non-exiled nations.
  • [add_ideas](/wiki/effect/add_ideas): After ending exile, the nation typically needs to receive reconstruction-related ideas (such as "Post-War Recovery") simultaneously; using both together restores the normal governing state.
  • [country_event](/wiki/effect/country_event): Trigger subsequent events immediately after ending exile to notify the player or AI nation that normal status has been restored and present further choices, ensuring narrative continuity.

Common Pitfalls

  1. Invoking on a non-exiled nation: If the target nation is not currently in exile status when end_exile is executed, the game will not error but also produce no effect. Inexperienced modders may mistakenly assume the script has a bug during debugging; always use relevant triggers to confirm exile status before execution.
  2. Incorrect scope reference: end_exile only works on COUNTRY scope. If invoked under state or character scope (for example, forgetting to wrap it in FRA = { }), it will cause script parsing errors or silent failure. Always ensure the current scope is the correct country tag.