effect · add_coordination
Definition
- Supported scope:
CHARACTER - Supported target:
none
Description
Adds maneuver skill to a unit leader
Example: add_coordination = 1
add_coordinationCHARACTERnoneAdds maneuver skill to a unit leader
Example: add_coordination = 1
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_coordination 常用于为将领设计成长事件或特殊训练链,让某位军长/元帅在触发特定条件后提升其机动指挥能力。例如,在某个"演习成功"事件选项中奖励将领协调技能点,使其在实战中展现更强的部队机动性。
# 在角色作用域内的事件选项中奖励机动技能
country_event = {
id = training.1
option = {
name = training.1.a
# 触发时须已在对应 CHARACTER scope 下
add_coordination = 1
add_skill_level = 1
}
}
[add_maneuver](/wiki/effect/add_maneuver):两者都作用于将领的机动相关属性,常同时使用以全面强化将领的机动指挥能力,区分"协调"与基础"机动"技能点的不同成长路径。[add_unit_leader_trait](/wiki/effect/add_unit_leader_trait):在提升技能数值的同时赋予对应特质,使将领的能力提升更具叙事逻辑性,例如获得"机动战大师"类特质配合技能点增加。[is_corps_commander](/wiki/trigger/is_corps_commander) / [is_field_marshal](/wiki/trigger/is_field_marshal):在执行前用于条件判断,确保 effect 只对陆军指挥官或元帅生效,防止误作用于海军或顾问角色。[gain_xp](/wiki/effect/gain_xp):与技能点提升搭配,给予经验值以触发正常的等级成长逻辑,避免出现技能与经验值不同步的表现层问题。add_coordination 必须在 CHARACTER scope 下执行。新手常直接写在 country scope 的事件块顶层,导致游戏报错或静默失效;应先通过 every_character、random_character 或具名角色变量进入正确的角色作用域。add_maneuver 混淆:部分新手误以为二者等价而随意互换,实际上二者在游戏内部对应不同的将领属性字段,混用会导致数值累积到错误的技能列,出现将领面板数据与预期不符的 bug。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_coordination is commonly used to design growth events or special training chains for generals, allowing a corps commander or field marshal to enhance their coordination command ability upon triggering specific conditions. For example, in an "Exercise Successful" event option, you can reward a general with coordination skill points to demonstrate stronger troop maneuverability in actual combat.
# Reward maneuver skill in an event option within character scope
country_event = {
id = training.1
option = {
name = training.1.a
# Must be executed under the corresponding CHARACTER scope
add_coordination = 1
add_skill_level = 1
}
}
[add_maneuver](/wiki/effect/add_maneuver): Both effects act on a general's maneuver-related attributes and are often used simultaneously to comprehensively strengthen a general's command abilities, distinguishing different growth paths for "coordination" versus base "maneuver" skill points.[add_unit_leader_trait](/wiki/effect/add_unit_leader_trait): While increasing skill values, assign corresponding traits to make a general's ability improvements more narratively coherent, such as acquiring "Blitzkrieg Master" type traits paired with skill point increases.[is_corps_commander](/wiki/trigger/is_corps_commander) / [is_field_marshal](/wiki/trigger/is_field_marshal): Use for conditional checks before execution to ensure the effect only applies to army commanders or field marshals, preventing accidental application to naval or advisor roles.[gain_xp](/wiki/effect/gain_xp): Pair with skill point increases to grant experience points and trigger normal level growth logic, avoiding presentation layer issues where skills and experience values become desynchronized.add_coordination must be executed under CHARACTER scope. Beginners often write it directly at the top level of a country scope event block, causing game errors or silent failures. You should first enter the correct character scope through every_character, random_character, or a named character variable.add_maneuver: Some beginners mistakenly treat the two as equivalent and swap them carelessly. In reality, they correspond to different general attribute fields internally, and mixing them causes numeric values to accumulate in the wrong skill columns, resulting in bugs where a general's panel data doesn't match expectations.