Wiki

effect · add_skill_level

Definition

  • Supported scope:CHARACTER
  • Supported target:none

Description

Adds a skill level to a unit leader
Example: add_skill_level = 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_skill_level is commonly used in scripted events or after focus completion to increase a commander's skill level, such as allowing a historical general to grow after completing specific objectives. It frequently appears in character event chains during recruitment or promotion, giving players a sense of agency.

# Skill increase after a commander completes a campaign
country_event = {
    id = my_mod.1
    immediate = {
        random_army_leader = {
            limit = { has_trait = brilliant_strategist }
            add_skill_level = 2
        }
    }
}

Synergy

  • [skill](/wiki/trigger/skill) — First verify that the current skill level is below the cap before executing the increase, preventing overflow or violating game logic.
  • [add_trait](/wiki/effect/add_trait) / [add_unit_leader_trait](/wiki/effect/add_unit_leader_trait) — Skill increases often come with new traits; using both together creates a sense of commander development.
  • [gain_xp](/wiki/effect/gain_xp) — Sometimes experience points need to be supplemented simultaneously to keep level and XP state consistent, preventing display anomalies after leveling.
  • [is_corps_commander](/wiki/trigger/is_corps_commander) / [is_field_marshal](/wiki/trigger/is_field_marshal) — Confirm the character's role before calling this effect to prevent incorrect execution on non-military commander characters (such as advisors).

Common Pitfalls

  1. Scope errors: add_skill_level must be called under CHARACTER scope. Writing it directly in a country scope will silently fail; newcomers often assume the effect didn't work. Use random_army_leader, specific_character, etc. to enter the correct scope first.
  2. Ignoring caps causes numerical anomalies: Each skill category has hidden upper limits. Blindly stacking large values (such as add_skill_level = 10) may produce odd display overflows; it's recommended to pair with [skill](/wiki/trigger/skill) for conditional checks, or increase in multiple small steps.