Wiki

effect · add_maneuver

Definition

  • Supported scope:CHARACTER
  • Supported target:none

Description

Adds maneuver skill to a unit leader
Example: add_maneuver = 1

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

add_maneuver is commonly used in mods to provide rewards for character progression systems or scripted events, such as improving a commander's maneuver skill after completing specific campaign objectives. It can also be used to initialize custom commander attributes to match preset abilities.

# Event option: commander gains maneuver bonus after successfully executing a flanking maneuver
country_event = {
    id = custom.1
    option = {
        name = custom.1.a
        FROM = {
            add_maneuver = 2
        }
    }
}

Synergy

  • [add_skill_level](/wiki/effect/add_skill_level): Increases overall skill level; commonly used alongside add_maneuver to separately fine-tune individual attributes for more sophisticated commander development.
  • [add_unit_leader_trait](/wiki/effect/add_unit_leader_trait): Adds traits to the same commander simultaneously, giving narrative justification to maneuver improvements (such as acquiring a "rapid mobility" trait).
  • [gain_xp](/wiki/effect/gain_xp): Pairs with experience rewards, aligning with the design logic of "commanders accumulate experience in combat while improving specific attributes."
  • [is_corps_commander](/wiki/trigger/is_corps_commander): Filters target scope in trigger conditions to ensure add_maneuver only applies to corps commanders rather than field marshals or other character types, preventing logical errors.

Common Pitfalls

  1. Incorrect scope targeting: add_maneuver must execute within a CHARACTER scope. Beginners often call it directly in COUNTRY scope without first transitioning to character scope via any_character or event FROM, causing script errors or silent failures.
  2. No awareness of unbounded value stacking: This command directly accumulates values, and triggering the same event multiple times will infinitely stack maneuver skill. Protect against overflow by pairing with conditions like [skill](/wiki/trigger/skill) to impose limits, otherwise commander attributes will become anomalously inflated.