Wiki

effect · add_tech_bonus

Definition

  • Supported scope:COUNTRY
  • Supported target:none

Description

adds a limited use tech bonus

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_tech_bonus 常用于国策、决议或事件中,为玩家提供特定科技树领域的研究加速奖励,例如完成某个军事国策后获得装甲或海军科技的研究折扣。它的"有限次数"特性使其非常适合模拟历史上某国在特定时期的技术突破优势,而不会产生永久性的不平衡效果。

focus = {
    id = GER_panzer_doctrine
    ...
    completion_reward = {
        add_tech_bonus = {
            name = GER_panzer_bonus
            bonus = 0.5
            uses = 1
            category = armor
        }
    }
}

配合关系

  • [add_research_slot](/wiki/effect/add_research_slot) — 在赋予科技加速奖励的同时增加研究槽,常见于强力国策完成时的双重研究奖励组合。
  • [add_ideas](/wiki/effect/add_ideas) — 搭配国家精神同步发放,形成"研究加速 + 持续被动 buff"的完整国策奖励包。
  • [has_completed_focus](/wiki/trigger/has_completed_focus) — 用于条件判断,确保只有在完成了前置国策后才触发后续事件中的科技奖励,避免奖励提前释放。
  • [add_doctrine_cost_reduction](/wiki/effect/add_doctrine_cost_reduction) — 当玩家需要同时降低主义学说研究费用时,两者配合可形成全面的军事技术激励。

常见坑

  1. 遗漏 name 字段name 是奖励的唯一标识符,若多处使用了相同的 name,游戏会将它们视为同一个奖励池共享使用次数,导致奖励意外消耗完毕,务必为每个独立奖励设置不重复的名称。
  2. 误以为 category 和具体科技可以混用无限制category 与具体 technology 字段的作用范围不同,直接填写不存在的分类或拼写错误会导致奖励静默失效,不会有任何报错提示,测试时需手动验证奖励是否正确显示在研究界面。

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_tech_bonus is commonly used in focuses, decisions, or events to provide players with research acceleration bonuses in specific technology tree fields. For example, completing a military focus might grant a research discount on armor or naval technologies. Its "limited uses" characteristic makes it ideal for simulating historical technological advantages during specific periods without creating permanent balance issues.

focus = {
    id = GER_panzer_doctrine
    ...
    completion_reward = {
        add_tech_bonus = {
            name = GER_panzer_bonus
            bonus = 0.5
            uses = 1
            category = armor
        }
    }
}

Synergy

  • [add_research_slot](/wiki/effect/add_research_slot) — Adds research slots while granting tech acceleration bonuses, commonly paired in dual research reward combinations upon powerful focus completion.
  • [add_ideas](/wiki/effect/add_ideas) — Distributed together with national spirits, forming a complete focus reward package of "research acceleration + sustained passive buffs."
  • [has_completed_focus](/wiki/trigger/has_completed_focus) — Used for conditional checks to ensure tech bonuses in subsequent events only trigger after prerequisite focuses are completed, preventing premature reward release.
  • [add_doctrine_cost_reduction](/wiki/effect/add_doctrine_cost_reduction) — When players need to simultaneously reduce doctrine research costs, combining both effects creates comprehensive military technology incentives.

Common Pitfalls

  1. Omitting the name field: name is the unique identifier for a bonus. If the same name is used in multiple places, the game treats them as a shared reward pool with combined uses, causing unexpected bonus depletion. Always assign non-duplicate names to each independent bonus.
  2. Mistakenly treating category and specific technologies as interchangeable with no restrictions: The scope of category differs from the specific technology field. Entering non-existent categories or spelling errors causes the bonus to silently fail with no error message. Manual verification in the research interface is required during testing to confirm bonuses display correctly.