Wiki

effect · uncomplete_national_focus

Definition

  • Supported scope:COUNTRY
  • Supported target:none

Description

uncompletes a focus for a country. If specified, the 'on_uncomplete' effect will be executed on each uncompleted focus.
Example: uncomplete_national_focus = {
	focus = GER_oppose_hitler
	uncomplete_children = yes # Optional. Default is no. If yes, all proceeding focuses will also be uncompleted if their prerequisite aren't met after the preceeding focuses are uncompleted.
	refund_political_power = no # Optional. Default is no. If yes, the country is refunded the political power invested in the current focus if it's canceled as a result of its prerequisites being uncompleted.
}

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

uncomplete_national_focus is commonly used in scenario reset mods, such as when players select a "historical rollback" option or a civil war breaks out, requiring the completion status of a nation's focuses to be reverted to an unlocked state. Combined with uncomplete_children = yes, it can cascade-revert dependent focuses, making it suitable for major overhauls of tech tree progression or faction alignment routes.

# A nation's civil war breaks out, resetting its industrialization path focuses
option = {
    name = "Reset Industrialization Path"
    uncomplete_national_focus = {
        focus = GER_four_year_plan
        uncomplete_children = yes
        refund_political_power = no
    }
    add_political_power = -50
}

Synergy

  • [has_completed_focus](/wiki/trigger/has_completed_focus): Use this trigger before executing the revert to check whether the target focus is actually completed, preventing ineffective operations on incomplete focuses or logic errors.
  • [complete_national_focus](/wiki/effect/complete_national_focus): Forms a complementary pair with this command, allowing you to immediately guide the player/AI toward a new path after reverting the old route, achieving a "switch" effect for focus paths.
  • [add_political_power](/wiki/effect/add_political_power): If choosing not to automatically refund political power (refund_political_power = no), you typically need to manually compensate or penalize the nation through this command to maintain game balance.
  • [add_ideas](/wiki/effect/add_ideas): Reverting a focus does not automatically remove the ideas it grants. You must pair this with its inverse operation (remove_ideas) to manually clean up associated bonuses, or the effects will persist indefinitely.

Common Pitfalls

  1. Ideas granted by focuses are not automatically removed: uncomplete_national_focus only marks a focus as incomplete, but modifiers or ideas added via add_ideas in the focus's on_complete block are not automatically reverted. They must be explicitly removed in an on_uncomplete block or through manual scripting, otherwise bonuses will permanently remain on the nation.
  2. The prerequisite evaluation of uncomplete_children depends on the reverted state: When uncomplete_children = yes is enabled, whether child focuses are cascade-reverted depends on whether their prerequisites are still satisfied after the parent is reverted. If a child focus has multiple prerequisite paths that remain satisfied, it will not be reverted—beginners often mistakenly assume this parameter unconditionally cascade-removes all subsequent focuses.