effect · add_autonomy_score
Definition
- Supported scope:
COUNTRY - Supported target:
none
Description
Adds exact freedom score to the autonomy.
Example:
add_autonomy_score={
value=50
localization="LOC_KEY"
}
add_autonomy_scoreCOUNTRYnoneAdds exact freedom score to the autonomy.
Example:
add_autonomy_score={
value=50
localization="LOC_KEY"
}
实战内容由 AI 生成,并已对照 vanilla 命令词表校验 —— 请当作起点而非权威依据。上方的定义节才是游戏自带文档原文。
add_autonomy_score 常用于宗主国与附庸国关系的 mod 场景,例如在宗主国完成某个国策或决议后立即给附庸国增减自治分数,配合本地化 key 向玩家解释分数来源。特别适合制作"殖民地独立路线"或"帝国整合路线"类 mod,通过剧情事件动态调整自治进程节奏。
# 宗主国完成"强化殖民统治"决议后,扣减目标附庸的自治分数
every_subject_country = {
limit = {
has_autonomy_state = autonomy_colony
}
add_autonomy_score = {
value = -30
localization = "DECISION_COLONIAL_CONTROL_SCORE"
}
}
[compare_autonomy_state](/wiki/trigger/compare_autonomy_state) — 先检测附庸当前的自治状态(如殖民地、傀儡等),再决定是否执行分数调整,避免对不适用的附庸类型触发。[compare_autonomy_progress_ratio](/wiki/trigger/compare_autonomy_progress_ratio) — 用于判断当前自治进度比例是否已接近阈值,配合使用可实现"快到独立时才触发额外惩罚"的精细逻辑。[add_autonomy_ratio](/wiki/effect/add_autonomy_ratio) — 两者互补:add_autonomy_score 给固定绝对值,add_autonomy_ratio 给比例值,复杂场景下可组合使用以实现渐进式或爆发式自治变化。[add_opinion_modifier](/wiki/effect/add_opinion_modifier) — 自治分数变动往往伴随外交关系变化,同步添加意见修正可强化叙事一致性(如宗主国压制附庸后关系恶化)。value 正负方向混淆:正值是增加自治分数(推动附庸走向独立),负值是减少。新手常误以为"给宗主国好处"就该填正数,结果反而加速了附庸独立进程。localization 缺失导致显示乱码:localization 字段需要在对应的 .yml 本地化文件中有实际定义的 key,若忽略或拼写错误,游戏内自治界面的变动提示会显示原始 key 字符串而非可读文本,影响玩家体验。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.
add_autonomy_score is commonly used in mod scenarios involving overlord-subject relationships. For example, immediately after an overlord completes a national focus or decision, autonomy score can be added to or subtracted from a subject, paired with localization keys to explain the score changes to players. It is particularly well-suited for creating mods like "Colonial Independence Routes" or "Imperial Integration Routes," where the pacing of autonomy progression can be dynamically adjusted through scripted events.
# After the overlord completes the "Strengthen Colonial Rule" decision, reduce the target subject's autonomy score
every_subject_country = {
limit = {
has_autonomy_state = autonomy_colony
}
add_autonomy_score = {
value = -30
localization = "DECISION_COLONIAL_CONTROL_SCORE"
}
}
[compare_autonomy_state](/wiki/trigger/compare_autonomy_state) — Check the subject's current autonomy state (such as colonial, puppet, etc.) first before deciding whether to apply score adjustments, preventing unintended triggers on incompatible subject types.[compare_autonomy_progress_ratio](/wiki/trigger/compare_autonomy_progress_ratio) — Used to determine if the current autonomy progress ratio is approaching a threshold; combined usage enables fine-grained logic like "only trigger additional penalties when independence is imminent."[add_autonomy_ratio](/wiki/effect/add_autonomy_ratio) — Complementary to each other: add_autonomy_score applies fixed absolute values, while add_autonomy_ratio applies proportional values; in complex scenarios, they can be combined to achieve either gradual or sudden autonomy shifts.[add_opinion_modifier](/wiki/effect/add_opinion_modifier) — Autonomy score changes typically accompany diplomatic relationship shifts; synchronously adding opinion modifiers reinforces narrative consistency (such as the overlord's relations worsening after suppressing a subject).value: Positive values increase autonomy score (pushing the subject toward independence), while negative values decrease it. Beginners often mistakenly assume that "providing benefits to the overlord" should use positive numbers, inadvertently accelerating the subject's path to independence.localization causing display garbling: The localization field requires a properly defined key in the corresponding .yml localization file. If omitted or misspelled, the autonomy interface's change notifications in-game will display the raw key string instead of readable text, degrading player experience.