effect · set_demilitarized_zone
Definition
- Supported scope:
STATE - Supported target:
none
Description
sets the demilitarized status for currently scoped state
set_demilitarized_zoneSTATEnonesets the demilitarized status for currently scoped state
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.
set_demilitarized_zone is commonly used in peace treaty mods, post-war settlement events, or conditionally triggered diplomatic systems to designate specific states as demilitarized zones, simulating real historical agreements (such as the Rhineland demilitarization). It can also be batch-processed within scripted_effect to handle multiple states, enabling "great power forced disarmament" gameplay mechanics.
# In a peace event option, set a state as a demilitarized zone
option = {
name = peace_event.1.a
# scope is already the target STATE
set_demilitarized_zone = yes
set_occupation_law = dmz_administration
}
[is_demilitarized_zone](/wiki/trigger/is_demilitarized_zone) — Check whether the state is currently already a demilitarized zone before execution to avoid duplicate triggers or logical conflicts.[remove_building](/wiki/effect/remove_building) / [damage_building](/wiki/effect/damage_building) — Demilitarized zones typically accompany the removal or destruction of military buildings; combining these effects can recreate historical disarmament clauses.[add_state_modifier](/wiki/effect/add_state_modifier) — Stack a custom modifier simultaneously to add additional game mechanics penalties or bonuses to the demilitarized zone (such as reduced garrison costs).[set_state_flag](/wiki/effect/set_state_flag) — Set a flag marker for subsequent events or decisions to detect via [has_state_flag](/wiki/trigger/has_state_flag) whether the state has been demilitarized, enabling multi-step story chains.set_demilitarized_zone itself only changes the demilitarized zone flag; it does not automatically prevent construction or remove existing armies — players can still build and garrison troops in that state. This requires active restriction through decision/trigger logic; otherwise, the "demilitarized zone" becomes meaningless in gameplay.