Wiki

effect · add_manpower

Definition

  • Supported scope:STATE, COUNTRY
  • Supported target:none

Description

Adds manpower to the country in scope or locally on a state if in state scope

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_manpower 常用于焦点树、决议或事件中为某国补充兵源,例如在战时动员决议完成时奖励一批人力,或在州级事件中为特定州增加本地人力储备。在 STATE scope 下使用时,人力会绑定到该州,随该州归属变化而转移,适合模拟地方征兵或殖民地补充兵力的场景。

# 国家 scope:直接给该国增加人力
country_event = {
    option = {
        name = my_event.1.a
        add_manpower = 10000
    }
}

# 州 scope:在特定州本地增加人力
every_owned_state = {
    limit = { is_core_of = ROOT }
    add_manpower = 5000
}

配合关系

  • [add_building_construction](/wiki/effect/add_building_construction):人力补充往往伴随工业建设,模拟全面动员时两者同时触发。
  • [has_army_manpower](/wiki/trigger/has_army_manpower):用于判断当前人力是否低于阈值,决定是否触发补充人力的事件或决议。
  • [add_stability](/wiki/effect/add_stability):大规模强制征兵会降低稳定度,常与 add_manpower 同时出现以做平衡性设计。
  • [add_war_support](/wiki/effect/add_war_support):战时动员脚本中,给予人力的同时提升战争支持度,符合叙事逻辑。

常见坑

  1. 正负值混淆:新手有时忘记可以传入负数来消耗人力,也忘记传入过大负数会导致人力直接归零而不会报错,调试时需注意数值范围。
  2. STATE scope 与 COUNTRY scope 效果不同:在 STATE scope 下增加的人力属于该州的本地人力池,一旦该州被敌方占领,这部分人力会随州归属转移而丢失;若希望人力直接归入国家总池,需在 COUNTRY scope 下调用。

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_manpower is commonly used in focus trees, decisions, or events to replenish a nation's manpower reserves. For example, it can reward additional manpower upon completion of a wartime mobilization decision, or increase local manpower reserves in a state-scoped event. When used under STATE scope, manpower is bound to that state and transfers with its ownership, making it ideal for simulating local conscription or colonial reinforcement scenarios.

# Country scope: directly add manpower to the nation
country_event = {
    option = {
        name = my_event.1.a
        add_manpower = 10000
    }
}

# State scope: add manpower locally to a specific state
every_owned_state = {
    limit = { is_core_of = ROOT }
    add_manpower = 5000
}

Synergy

  • [add_building_construction](/wiki/effect/add_building_construction): Manpower supplements often occur alongside industrial construction, simulating simultaneous triggers during total mobilization.
  • [has_army_manpower](/wiki/trigger/has_army_manpower): Used to check whether current manpower falls below a threshold, determining whether to trigger manpower replenishment events or decisions.
  • [add_stability](/wiki/effect/add_stability): Forced large-scale conscription reduces stability, commonly paired with add_manpower for balance design.
  • [add_war_support](/wiki/effect/add_war_support): In wartime mobilization scripts, increasing manpower while boosting war support creates narrative coherence.

Common Pitfalls

  1. Confusion with positive/negative values: Newcomers sometimes forget that negative values can be passed to consume manpower, and overlook that excessively large negative values will zero out manpower without error messages. Pay attention to value ranges when debugging.
  2. Different effects between STATE and COUNTRY scope: Manpower added under STATE scope belongs to that state's local manpower pool; once the state is occupied by an enemy, this manpower is lost as the state changes ownership. To add manpower directly to the national pool, use COUNTRY scope instead.