Wiki

effect · add_breakthrough_progress

Definition

  • Supported scope:COUNTRY
  • Supported target:none

Description

Add breakthrough progress to one specialization or all for a country scope.
The value can either be an absolute value or a script constant.

#### Example
Adding 3 breakthrough points to land specialization:

add_breakthrough_progress = { specialization = specialization_land value = 3 }

Adding -1 breakthrough points to all specializations:

add_breakthrough_progress = { specialization = all value = -1 }

Adding the value of the script constant `sp_breakthrough_progress.medium` to all specializations:

add_breakthrough_progress = { specialization = all value = sp_breakthrough_progress.medium }

实战 · 配合 · 坑

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。

实战用法

add_breakthrough_progress 常用于科研系统相关的 mod 场景,例如通过国策、决议或事件奖励玩家在特定专精方向上积累突破进度,或在特定触发条件下扣减敌对阵营的突破点数。以下示例展示在一个国策完成后为本国陆地专精添加突破进度:

focus = {
    id = my_land_doctrine_focus
    # ...
    completion_reward = {
        add_breakthrough_progress = {
            specialization = specialization_land
            value = 5
        }
    }
}

配合关系

  • [has_breakthrough_points](/wiki/trigger/has_breakthrough_points):在执行添加之前先检查当前突破点数量,可实现"达到阈值才额外奖励"或"防止溢出"的条件判断逻辑。
  • [add_breakthrough_points](/wiki/effect/add_breakthrough_points):与本命令分工协作——add_breakthrough_progress 调整进度条,而 add_breakthrough_points 直接增减已积累的突破点数,两者配合可实现更精细的科研奖励体系。
  • [add_research_slot](/wiki/effect/add_research_slot):常在同一科研奖励块中搭配使用,突破进度加速的同时配合研究槽位扩充,共同构成强力的科技推进奖励。
  • [add_tech_bonus](/wiki/effect/add_tech_bonus):与突破进度奖励同时发放,形成"短期加速研究 + 长期专精突破"的双重激励,适合国策完成或重大事件触发时使用。

常见坑

  1. specialization 字段拼写错误:新手常误写为 land 而非 specialization_land,导致脚本报错或静默失效;务必使用完整的专精标识符,all 是唯一无需前缀的特殊值。
  2. 正负值混淆预期效果:传入负数值会扣减突破进度,若本意是奖励却误写负数,会造成反效果且不会有任何报错提示,调试时需特别核查数值符号。

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_breakthrough_progress is commonly used in mod scenarios involving research systems, such as rewarding players through national focuses, decisions, or events to accumulate breakthrough progress in specific specializations, or reducing breakthrough points for opposing factions under certain conditions. The following example demonstrates adding breakthrough progress to a nation's land specialization upon focus completion:

focus = {
    id = my_land_doctrine_focus
    # ...
    completion_reward = {
        add_breakthrough_progress = {
            specialization = specialization_land
            value = 5
        }
    }
}

Synergy

  • [has_breakthrough_points](/wiki/trigger/has_breakthrough_points): Check the current breakthrough point count before execution to implement conditional logic such as "grant bonus only upon threshold" or "prevent overflow".
  • [add_breakthrough_points](/wiki/effect/add_breakthrough_points): Works in tandem with this command—add_breakthrough_progress adjusts the progress bar, while add_breakthrough_points directly increments accumulated breakthrough points. Combined use enables more granular research reward systems.
  • [add_research_slot](/wiki/effect/add_research_slot): Often paired in the same research reward block; accelerating breakthrough progress while expanding research slots simultaneously creates powerful technology advancement rewards.
  • [add_tech_bonus](/wiki/effect/add_tech_bonus): Issued alongside breakthrough progress rewards to create "short-term research acceleration + long-term specialization breakthrough" dual incentives, ideal for focus completion or major event triggers.

Common Pitfalls

  1. specialization field typos: Beginners often mistakenly write land instead of specialization_land, causing script errors or silent failures. Always use the complete specialization identifier; all is the only special value that requires no prefix.
  2. Confusion between positive and negative values: Passing negative values will reduce breakthrough progress. If the intent is to grant a reward but a negative number is entered by mistake, it produces the opposite effect with no error warning. Pay special attention to value signs during debugging.