effect · add_ideas
Definition
- Supported scope:
COUNTRY - Supported target:
none
Description
add idea(s) to country
add_ideasCOUNTRYnoneadd idea(s) to country
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_ideas 最常见于国策完成后给予国家特殊加成、顾问政策或精神 buff,也广泛用于事件选项中动态切换国家意识形态倾向或战争动员状态。例如在一个为某国添加工业动员精神的国策效果中:
focus = {
id = GER_war_economy
# ...
completion_reward = {
add_ideas = war_economy
}
}
也可以一次性添加多个 idea:
add_ideas = {
my_custom_idea_1
my_custom_idea_2
}
[add_timed_idea](/wiki/effect/add_timed_idea) —— 当需要给 idea 设定自动移除的期限时(如临时战时动员令),与 add_ideas 配合使用或替代它,二者语义互补。[has_allowed_idea_with_traits](/wiki/trigger/has_allowed_idea_with_traits) / [has_available_idea_with_traits](/wiki/trigger/has_available_idea_with_traits) —— 在添加顾问类 idea 前先用 trigger 检查该 idea 是否合法可用,避免脚本报错或逻辑矛盾。[add_dynamic_modifier](/wiki/effect/add_dynamic_modifier) —— add_ideas 负责静态固定加成,add_dynamic_modifier 负责数值随变量浮动的加成,二者常并列用于同一个奖励块以实现复合效果。[amount_taken_ideas](/wiki/trigger/amount_taken_ideas) —— 用于检查当前已持有 idea 的数量,在条件判断块中配合决策或事件触发,防止重复叠加同类 idea。ideas 文件中定义就直接引用:游戏不会报显眼的崩溃错误,但 idea 静默失效,日志会出现 unknown idea 警告,新手常因此花大量时间排查数值不生效的问题。advisor 槽位的顾问 idea 应优先考虑用 [activate_advisor](/wiki/effect/activate_advisor) 激活,直接 add_ideas 添加顾问有时会跳过槽位占用逻辑,导致顾问槽显示异常或与其他脚本产生冲突。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_ideas is most commonly used to grant nations special bonuses, advisor policies, or spirit buffs upon focus completion, and is also widely employed in event options to dynamically switch a nation's ideology alignment or war mobilization state. For example, in a focus effect that adds an industrial mobilization spirit to a nation:
focus = {
id = GER_war_economy
# ...
completion_reward = {
add_ideas = war_economy
}
}
You can also add multiple ideas at once:
add_ideas = {
my_custom_idea_1
my_custom_idea_2
}
[add_timed_idea](/wiki/effect/add_timed_idea) — When you need to set an auto-removal deadline for an idea (such as a temporary wartime mobilization decree), use it alongside add_ideas or as its replacement; the two are semantically complementary.[has_allowed_idea_with_traits](/wiki/trigger/has_allowed_idea_with_traits) / [has_available_idea_with_traits](/wiki/trigger/has_available_idea_with_traits) — Before adding advisor-class ideas, use triggers to verify that the idea is legal and available, preventing script errors or logical contradictions.[add_dynamic_modifier](/wiki/effect/add_dynamic_modifier) — add_ideas handles static fixed bonuses, while add_dynamic_modifier handles bonuses that scale with variables; the two are often used together in the same reward block to achieve compound effects.[amount_taken_ideas](/wiki/trigger/amount_taken_ideas) — Used to check the current number of ideas held, paired with decisions or event triggers in conditional blocks to prevent duplicate stacking of similar ideas.ideas file: The game won't crash with an obvious error, but the idea silently fails to apply, and the log will show an unknown idea warning. Newcomers often spend excessive time debugging why values aren't taking effect due to this.advisor slot should prioritize using [activate_advisor](/wiki/effect/activate_advisor) to activate them. Directly adding advisors with add_ideas sometimes bypasses slot-occupation logic, causing advisor slots to display incorrectly or create conflicts with other scripts.