effect · add_days_remove
Definition
- Supported scope:
COUNTRY - Supported target:
none
Description
adds/removes days to 'days_remove' value of a decision
Example:
add_days_remove = {
decision = <some_decision>
days = 30
}
add_days_removeCOUNTRYnoneadds/removes days to 'days_remove' value of a decision
Example:
add_days_remove = {
decision = <some_decision>
days = 30
}
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_days_remove 常用于动态调整某个决议的剩余有效期,例如当玩家触发特定事件或完成特定条件时,奖励延长或惩罚缩短某项政策决议的持续时间。典型场景是"科技加速"类决议:完成国策后奖励额外 30 天,或触发危机事件后削减剩余天数以示代价。
# 国策完成后,为某项正在进行的决议延长 30 天
complete_national_focus = some_focus
add_days_remove = {
decision = my_wartime_economy_decision
days = 30
}
# 事件惩罚:缩短决议剩余时间
add_days_remove = {
decision = my_wartime_economy_decision
days = -15
}
[has_decision](/wiki/trigger/has_decision):在执行 add_days_remove 之前,应先用此触发器确认目标决议当前处于激活状态,避免对未激活决议操作导致脚本报错或静默失败。[activate_decision](/wiki/effect/activate_decision):先激活某个决议,再立即用 add_days_remove 调整其初始倒计时,实现"动态时限"逻辑。[add_days_mission_timeout](/wiki/effect/add_days_mission_timeout):两者功能相近但作用对象不同(一个针对 decision,一个针对 mission),处理限时任务系统时常对比使用,避免混淆。[country_event](/wiki/effect/country_event):通过事件触发链,在特定剧情节点调用 add_days_remove 来动态收紧或放宽决议截止日期,构建更丰富的叙事反馈。decision = 后必须填写当前已被激活(玩家已选择)的决议 token,若该决议未激活,效果会静默失败且不报错,导致难以调试;务必配合 [has_decision](/wiki/trigger/has_decision) 做前置检查。days 为正值是"延长",为负值才是"缩短"剩余时间,初学者容易想当然地用正值去"提前结束"决议,实际上结果恰好相反,导致决议比预期活得更久。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_days_remove is commonly used to dynamically adjust the remaining validity period of a decision. For example, when a player triggers a specific event or meets certain conditions, you can reward them by extending or penalize them by reducing the duration of a policy decision. A typical scenario is "technology acceleration" type decisions: reward an additional 30 days after completing a national focus, or reduce the remaining days upon a crisis event to reflect the cost.
# After completing a national focus, extend a decision in progress by 30 days
complete_national_focus = some_focus
add_days_remove = {
decision = my_wartime_economy_decision
days = 30
}
# Event penalty: shorten remaining decision time
add_days_remove = {
decision = my_wartime_economy_decision
days = -15
}
[has_decision](/wiki/trigger/has_decision): Before executing add_days_remove, you should use this trigger to confirm that the target decision is currently active, avoiding operations on inactive decisions that could cause script errors or silent failures.[activate_decision](/wiki/effect/activate_decision): Activate a decision first, then immediately use add_days_remove to adjust its initial countdown, enabling "dynamic time limit" logic.[add_days_mission_timeout](/wiki/effect/add_days_mission_timeout): Similar functionality but applies to different objects (one targets decisions, the other targets missions). When handling time-limited task systems, these are often compared side-by-side to avoid confusion.[country_event](/wiki/effect/country_event): Through event trigger chains, call add_days_remove at specific narrative nodes to dynamically tighten or relax decision deadlines, creating richer narrative feedback.decision = must be a decision token that is currently active (the player has selected it). If the decision is not active, the effect will fail silently without error, making debugging difficult. Always perform a pre-check using [has_decision](/wiki/trigger/has_decision).days value "extends" the duration, while a negative value "shortens" the remaining time. Beginners often mistakenly assume a positive value will "end the decision early," but the result is actually the opposite—the decision will last longer than expected.