effect · add_resistance
Definition
- Supported scope:
STATE - Supported target:
any
Description
add resistance to a state. Example: add_resistance = 30
add_resistanceSTATEanyadd resistance to a state. Example: add_resistance = 30
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_resistance 常用于事件或决议触发时,模拟占领区爆发抵抗运动的场景,例如玩家推行严苛占领政策后引发民众反弹。也可在 scripted effect 中配合其他状态惩罚,制造"占领代价"的玩法设计。
# 示例:某决议执行后,目标州爆发抵抗
state_event = {
...
immediate = {
add_resistance = 30
}
}
[has_resistance](/wiki/trigger/has_resistance):在触发条件中检查当前抵抗值,决定是否需要执行 add_resistance,避免重复叠加到不合理的高值。[set_resistance](/wiki/effect/set_resistance):与 add_resistance 互补,前者直接设置绝对值,后者做增量调整;组合使用可精确控制抵抗走势。[add_compliance](/wiki/effect/add_compliance):抵抗与顺从度通常反向联动,同时调低顺从度能使剧本逻辑更自洽。[set_occupation_law](/wiki/effect/set_occupation_law):占领法令直接影响抵抗/顺从增长速度,修改法令后紧跟 add_resistance 可即时体现政策后果。add_resistance 必须在 STATE scope 下执行。若写在 COUNTRY scope 的执行块中而未先用 every_controlled_state 等切换作用域,游戏会静默报错且效果不生效,排查时容易被忽略。set_resistance = 0 一刀切清零,导致跨事件链的抵抗积累逻辑被破坏;应优先用增量操作保持数值连续性。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_resistance is commonly used in events or decisions to simulate the outbreak of resistance movements in occupied territories, such as public backlash following the implementation of harsh occupation policies. It can also be combined with other state penalties in scripted effects to create "occupation cost" gameplay mechanics.
# Example: After a decision is executed, resistance breaks out in the target state
state_event = {
...
immediate = {
add_resistance = 30
}
}
[has_resistance](/wiki/trigger/has_resistance): Check the current resistance value in trigger conditions to determine whether add_resistance needs to be executed, avoiding unreasonable stacking to excessively high values.[set_resistance](/wiki/effect/set_resistance): Complements add_resistance—the former sets an absolute value directly, while the latter makes incremental adjustments; using them together allows precise control over resistance trends.[add_compliance](/wiki/effect/add_compliance): Resistance and compliance typically move in opposite directions; simultaneously reducing compliance makes the script logic more coherent.[set_occupation_law](/wiki/effect/set_occupation_law): Occupation laws directly affect the growth rate of resistance and compliance; modifying the law followed immediately by add_resistance allows the policy consequences to take effect instantly.add_resistance must be executed within a STATE scope. If written in a COUNTRY scope execution block without first switching scopes using every_controlled_state or similar, the game will silently error and the effect will not take place—a mistake easily overlooked during debugging.set_resistance = 0 to wipe it clean, breaking the resistance accumulation logic across event chains; incremental operations should be prioritized to maintain numerical continuity.