Wiki

effect · add_manpower

Definition

  • Supported scope:STATE, COUNTRY
  • Supported target:none

Description

Adds manpower to the country in scope or locally on a state if in state scope

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_manpower is commonly used in focus trees, decisions, or events to replenish a nation's manpower reserves. For example, it can reward additional manpower upon completion of a wartime mobilization decision, or increase local manpower reserves in a state-scoped event. When used under STATE scope, manpower is bound to that state and transfers with its ownership, making it ideal for simulating local conscription or colonial reinforcement scenarios.

# Country scope: directly add manpower to the nation
country_event = {
    option = {
        name = my_event.1.a
        add_manpower = 10000
    }
}

# State scope: add manpower locally to a specific state
every_owned_state = {
    limit = { is_core_of = ROOT }
    add_manpower = 5000
}

Synergy

  • [add_building_construction](/wiki/effect/add_building_construction): Manpower supplements often occur alongside industrial construction, simulating simultaneous triggers during total mobilization.
  • [has_army_manpower](/wiki/trigger/has_army_manpower): Used to check whether current manpower falls below a threshold, determining whether to trigger manpower replenishment events or decisions.
  • [add_stability](/wiki/effect/add_stability): Forced large-scale conscription reduces stability, commonly paired with add_manpower for balance design.
  • [add_war_support](/wiki/effect/add_war_support): In wartime mobilization scripts, increasing manpower while boosting war support creates narrative coherence.

Common Pitfalls

  1. Confusion with positive/negative values: Newcomers sometimes forget that negative values can be passed to consume manpower, and overlook that excessively large negative values will zero out manpower without error messages. Pay attention to value ranges when debugging.
  2. Different effects between STATE and COUNTRY scope: Manpower added under STATE scope belongs to that state's local manpower pool; once the state is occupied by an enemy, this manpower is lost as the state changes ownership. To add manpower directly to the national pool, use COUNTRY scope instead.