Hands-On Usage
add_province_modifier is commonly used in events or decisions to attach temporary or permanent static modifiers to specific provinces. For example, apply a "naval blockade" debuff to a coastal province during a war event, or add production bonuses to victory point provinces after a decision is completed. Example: Add a time-limited modifier to all naval base provinces within the current state:
add_province_modifier = {
static_modifiers = { naval_blockade_debuff }
days = 180
province = {
limit_to_naval_base
}
}
Synergy
[remove_province_modifier](/wiki/effect/remove_province_modifier): Used in pair with add_province_modifier to manually remove permanent modifiers that lack days specification when events or effects conclude, preventing modifier residue.
[add_state_modifier](/wiki/effect/add_state_modifier): Applied when modifiers need to be applied at state level rather than province level. Both commands operate at different granularities and often appear together in the same event option to achieve multi-layer stacking effects.
[has_occupation_modifier](/wiki/trigger/has_occupation_modifier): Check in trigger conditions whether occupation modifiers exist, then decide whether additional province modifiers need to be stacked, preventing duplicate application.
[any_province_building_level](/wiki/trigger/any_province_building_level): Check province building levels before executing add_province_modifier to ensure modifiers are only applied to qualifying provinces, making the logic more precise.
Common Pitfalls
- Confusing
static_modifiers with dynamic modifiers: add_province_modifier only accepts static modifiers defined in 00_static_modifiers.txt (or corresponding files). Directly inserting dynamic modifier names used by add_dynamic_modifier will silently fail without error, producing no effect whatsoever.
- Forgetting
days causes modifiers to persist permanently: Without specifying days, the modifier takes permanent effect. If the event or decision logic lacks a corresponding remove_province_modifier, the modifier will remain indefinitely until save game ends. This is especially problematic in recurring loop events where modifiers continuously stack and accumulate.