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
add_manpowerSTATE, COUNTRYnoneAdds manpower to the country in scope or locally on a state if in state scope
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_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
}
[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。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_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
}
[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.