Wiki

effect · add_intel

Definition

  • Supported scope:COUNTRY
  • Supported target:THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

Description

Add the specified amount of intel over a specified country
GER = {
  add_intel = {
    target = POL
    civilian_intel = 3
    army_intel = 1
    # zero field can be omitted
    # navy_intel = 0
    # airforce_intel = 0
  }
}

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_intel 常用于谍报事件或决策脚本中,模拟情报机构完成任务后获得对特定国家的情报积累,例如派遣间谍、完成情报行动后奖励情报值。也适用于特定焦点完成后为玩家提供针对潜在敌国的初始情报优势。

# 完成"渗透波兰情报网络"决策后,德国获得对波兰的情报加成
GER = {
    add_intel = {
        target = POL
        civilian_intel = 5
        army_intel = 3
    }
}

配合关系

  • [compare_intel_with](/wiki/trigger/compare_intel_with):执行 add_intel 前后常用此触发器检测当前情报量是否达到阈值,从而决定是否继续叠加情报或触发后续事件。
  • [create_intelligence_agency](/wiki/effect/create_intelligence_agency):通常先建立情报机构再开始积累情报,两者组合构成完整情报体系初始化流程。
  • [add_opinion_modifier](/wiki/effect/add_opinion_modifier):情报行动被发现时,可与 add_intel 反向配合(一方获得情报,另一方受到外交关系惩罚),模拟间谍事件的双面影响。
  • [country_event](/wiki/effect/country_event):情报积累到一定程度后触发事件,常与 add_intel 在同一 option 块中联动,形成"情报行动完成→奖励情报→触发后续剧情"的链式结构。

常见坑

  1. target 填写错误target 必须是具体的国家标签(如 POL)或合法 scope 关键字(如 ROOTFROM),新手常误写为省份 ID 或状态 ID,导致脚本静默报错,情报根本未被添加。
  2. 在非 COUNTRY scope 下调用add_intel 仅在 COUNTRY scope 下有效,若误写在 STATE scope(例如在 every_owned_state 块内部)中调用,游戏不会执行该指令且不一定给出明显报错,需确保外层 scope 是国家。

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_intel is commonly used in intelligence events or decision scripts to simulate intelligence agencies accumulating intelligence on specific countries after completing tasks, such as deploying spies or rewarding intelligence points after completing intelligence operations. It is also suitable for providing players with initial intelligence advantages against potential enemy nations after completing specific focuses.

# After completing the "Infiltrate Polish Intelligence Network" decision, Germany gains intelligence bonuses against Poland
GER = {
    add_intel = {
        target = POL
        civilian_intel = 5
        army_intel = 3
    }
}

Synergy

  • [compare_intel_with](/wiki/trigger/compare_intel_with): Before and after executing add_intel, this trigger is commonly used to detect whether the current intelligence level has reached a threshold, determining whether to continue accumulating intelligence or trigger subsequent events.
  • [create_intelligence_agency](/wiki/effect/create_intelligence_agency): Typically establish an intelligence agency first before beginning intelligence accumulation; the combination of both forms a complete intelligence system initialization process.
  • [add_opinion_modifier](/wiki/effect/add_opinion_modifier): When intelligence operations are discovered, it can work in reverse coordination with add_intel (one side gains intelligence while the other suffers diplomatic penalties), simulating the dual impact of espionage events.
  • [country_event](/wiki/effect/country_event): After intelligence accumulation reaches a certain level, trigger events that commonly work in tandem with add_intel within the same option block, forming a chain structure of "intelligence operation completed → intelligence reward → trigger subsequent storyline".

Common Pitfalls

  1. Incorrect target specification: target must be a concrete country tag (such as POL) or a valid scope keyword (such as ROOT, FROM). Beginners often mistakenly write province IDs or state IDs, causing the script to silently fail and the intelligence to not be added at all.
  2. Calling outside COUNTRY scope: add_intel only works under COUNTRY scope. If mistakenly written in STATE scope (for example, inside an every_owned_state block), the game will not execute the command and may not produce a clear error message. Ensure the outer scope is a country.