Wiki

effect · add_fuel

Definition

  • Supported scope:COUNTRY
  • Supported target:none

Description

add fuel to the country

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_fuel 常用于战争事件、国策完成奖励或特殊决议中,为玩家或 AI 国家快速补充燃料储备,缓解后勤压力。例如在一个"战略石油储备"国策完成时给予燃料奖励:

focus = {
    id = strategic_oil_reserve
    ...
    completion_reward = {
        add_fuel = 500
    }
}

配合关系

  • [fuel_ratio](/wiki/trigger/fuel_ratio):在触发条件中检测当前燃料比例是否低于阈值,低于时再通过 add_fuel 补充,避免无意义的溢出添加。
  • [add_resource](/wiki/effect/add_resource):两者常同时出现在资源/后勤类国策或事件中,前者增加即时燃料,后者增加州的长期资源产出,形成短期与长期的补给搭配。
  • [add_ideas](/wiki/effect/add_ideas):配合增加带有燃料消耗修正的 idea,一次性给油的同时降低后续消耗,效果更持久。
  • [country_event](/wiki/effect/country_event):通过后续事件做分支选择,让玩家决定是否消耗燃料换取其他收益,增加叙事互动性。

常见坑

  1. 忘记 scope 限制add_fuel 只能在 COUNTRY scope 下执行,若不小心写在 STATE scope(如 every_owned_state 内部)会导致脚本报错或静默失效,需确保外层 scope 是国家。
  2. 正负值混淆:传入负值虽然理论上可以扣除燃料,但实际效果可能因底层钳位逻辑而不符合预期,扣除燃料需充分测试,不要默认与 add_manpower 等命令的负值行为完全一致。

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_fuel is commonly used in war events, national focus completion rewards, or special decisions to quickly replenish fuel reserves for the player or AI nations, alleviating logistical pressure. For example, when a "Strategic Oil Reserve" focus is completed, granting a fuel reward:

focus = {
    id = strategic_oil_reserve
    ...
    completion_reward = {
        add_fuel = 500
    }
}

Synergy

  • [fuel_ratio](/wiki/trigger/fuel_ratio): Check in trigger conditions whether the current fuel ratio falls below a threshold; only replenish via add_fuel when below threshold to avoid meaningless overflow additions.
  • [add_resource](/wiki/effect/add_resource): Both frequently appear together in resource/logistics-focused national focuses or events. The former provides instant fuel while the latter increases long-term resource production in states, creating a pairing of short-term and long-term supply.
  • [add_ideas](/wiki/effect/add_ideas): Pair with ideas that add fuel consumption modifiers. Granting oil in one go while reducing subsequent consumption creates more lasting effects.
  • [country_event](/wiki/effect/country_event): Branch decision-making through subsequent events, allowing players to decide whether to consume fuel in exchange for other benefits, adding narrative interactivity.

Common Pitfalls

  1. Forgetting scope restrictions: add_fuel can only be executed within COUNTRY scope. If accidentally written in STATE scope (such as inside every_owned_state), it will cause script errors or silent failures. Always ensure the outer scope is a country.
  2. Confusion between positive and negative values: While passing negative values theoretically allows fuel deduction, actual behavior may not meet expectations due to underlying clamping logic. Fuel deduction requires thorough testing and should not be assumed to behave identically to negative values in commands like add_manpower.