Wiki

effect · add_cic

Definition

  • Supported scope:COUNTRY
  • Supported target:THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

Description

Add founds to the CIC bank of the country in scope.
Value can be negative to substract funds.
If the new total funds is negative, it will be set to 0.
ex:
var:my_country_var = {
  add_cic = 200
  add_cic = -100
}

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_cic 常用于国家焦点、决议或事件中为目标国家注入或消耗民用工业能力资金,例如科研投入、战后重建援助或经济制裁惩罚等 mod 场景。在多国援助框架中也可通过 scope 切换对盟友批量拨款。

# 国家焦点完成后获得一笔 CIC 资金,同时扣除部分作为行政成本
focus = {
    id = EXAMPLE_economic_boost
    ...
    completion_reward = {
        add_cic = 300
        add_cic = -50  # 行政损耗
    }
}

# 事件中对指定国家变量拨款
country_event = {
    option = {
        name = EXAMPLE.1.a
        var:aid_recipient = {
            add_cic = 150
        }
    }
}

配合关系

  • [add_political_power](/wiki/effect/add_political_power):经济决策通常同时消耗政治点数,两者配合模拟政策代价,使玩法更有权衡感。
  • [add_stability](/wiki/effect/add_stability):大额 CIC 注入往往与国家稳定度提升绑定,代表经济复苏对社会的正面效应。
  • [has_country_flag](/wiki/trigger/has_country_flag):用于判断是否已触发过某拨款事件,防止 CIC 被重复叠加,是条件门控的标准搭档。
  • [add_ideas](/wiki/effect/add_ideas):配合经济政策 idea,给予 CIC 的同时附加长期 modifier,使短期资金与长期加成协同生效。

常见坑

  1. 负值不会让总量变为负数,但会静默归零:许多新手用 add_cic = -99999 期望彻底"清空"对手资金并制造赤字,实际上游戏会将结果钳制为 0,无法通过此 effect 让国家陷入负 CIC 状态,设计惩罚机制时需配合其他手段。
  2. Scope 必须是 COUNTRY:在 every_owned_state 或省份级别的循环块内直接写 add_cic 会因 scope 不匹配而静默失效,需先用 OWNER = { add_cic = ... } 切回国家 scope 再执行。

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_cic is commonly used in national focuses, decisions, or events to inject or deplete civilian industrial capacity funds for target countries—typical use cases include research funding, post-war reconstruction aid, or economic sanctions as mod scenarios. In multi-nation aid frameworks, you can also switch scopes to distribute funds to allies in bulk.

# National focus completion grants a lump sum of CIC, with a portion deducted as administrative overhead
focus = {
    id = EXAMPLE_economic_boost
    ...
    completion_reward = {
        add_cic = 300
        add_cic = -50  # administrative overhead
    }
}

# Event distributing funds to a designated country variable
country_event = {
    option = {
        name = EXAMPLE.1.a
        var:aid_recipient = {
            add_cic = 150
        }
    }
}

Synergy

  • [add_political_power](/wiki/effect/add_political_power): Economic decisions typically consume political power simultaneously; pairing these two simulates policy trade-offs and adds strategic depth to gameplay.
  • [add_stability](/wiki/effect/add_stability): Large CIC injections are often tied to increases in national stability, representing the positive social effects of economic recovery.
  • [has_country_flag](/wiki/trigger/has_country_flag): Used to check whether a funding event has already been triggered, preventing CIC from stacking repeatedly; a standard gating mechanism.
  • [add_ideas](/wiki/effect/add_ideas): Paired with economic policy ideas, grants CIC while attaching long-term modifiers, allowing short-term funding and long-term bonuses to work synergistically.

Common Pitfalls

  1. Negative values do not create negative totals but silently clamp to zero: Many new modders attempt add_cic = -99999 expecting to fully "drain" an opponent's funds and create a deficit, but the game clamps the result to 0, preventing negative CIC states through this effect alone. Design punishment mechanics using alternative approaches.
  2. Scope must be COUNTRY: Writing add_cic directly inside loops like every_owned_state or at province level silently fails due to scope mismatch. Use OWNER = { add_cic = ... } to switch back to country scope before executing.