Hands-On Usage
When players need to extend the execution window for an ongoing mission after completing a focus or event, this effect can be used to dynamically prolong the mission's countdown. For example, in a "Wartime Emergency Act" event, you might allow players to spend political power in exchange for additional time:
option = {
name = war_emergency.1.a
add_political_power = -50
add_days_mission_timeout = {
mission = my_critical_war_mission
days = 30
}
}
Synergy
[has_active_mission](/wiki/trigger/has_active_mission): Check whether the target mission is still active before extending it, preventing errors or logic conflicts when operating on already-completed missions.
[activate_mission](/wiki/effect/activate_mission): Typically used in pairs—activate the mission first, then dynamically adjust its remaining duration through events or decisions to implement flexible mission deadlines.
[add_days_remove](/wiki/effect/add_days_remove): Similar logic, but extends the removal countdown for timed ideas; combining both in the same event option allows synchronized lifecycle management of missions and ideas.
[country_event](/wiki/effect/country_event): Often triggered when a mission is about to expire, offering event options like "spend resources to extend deadline"; combined with this effect, it creates a complete mission pressure system.
Common Pitfalls
- The
mission field requires the mission's script token (the id used in activate_mission), not the mission's localization key; confusing the two causes silent failure where the mission countdown doesn't change and no error is logged, making it extremely difficult to debug.
- Calling this effect on an already-expired or non-activated mission has no effect; it is strongly recommended to guard the call with
[has_active_mission](/wiki/trigger/has_active_mission) beforehand, otherwise the entire logic chain will break silently with no warning.