effect · add_war_support
Definition
- Supported scope:
COUNTRY - Supported target:
none
Description
Adds the war support to the country in scope. Example: add_war_support = 5
add_war_supportCOUNTRYnoneAdds the war support to the country in scope. Example: add_war_support = 5
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_war_support 常用于国家焦点、事件或决策中,模拟战争宣传、重大胜利或外交危机对国内备战热情的影响。例如在一场国家焦点完成后奖励战争支持度,或在敌国对本国宣战时通过事件触发一波民心提振。
# 某国焦点完成后,激发民众战争热情
focus = {
id = GER_war_propaganda
...
completion_reward = {
add_war_support = 0.05 # +5% 战争支持度
add_political_power = 50
}
}
# 敌国宣战时通过事件补偿
country_event = {
id = my_mod.10
...
option = {
name = my_mod.10.a
add_war_support = 0.10
add_stability = -0.05
}
}
[add_stability](/wiki/effect/add_stability):战争支持度与稳定度往往此消彼长,同时调整两者可模拟「全民动员但内部分裂」等复杂局面。[add_political_power](/wiki/effect/add_political_power):在焦点或事件中同步给予政治力量,体现领导层借战争浪潮巩固权力的叙事逻辑。[add_popularity](/wiki/effect/add_popularity):配合意识形态支持率变化,让战争宣传同时影响党派民望,增强政治模拟深度。[has_war_support](/wiki/trigger/has_war_support)(注意:白名单中对应触发器为 [has_bombing_war_support](/wiki/trigger/has_bombing_war_support) / [has_casualties_war_support](/wiki/trigger/has_casualties_war_support) / [has_convoys_war_support](/wiki/trigger/has_convoys_war_support)):可在条件块中检测当前战争支持度阈值,决定是否触发后续奖励或惩罚事件。add_war_support 的参数是 小数比例(如 0.10 表示 +10%),新手容易直接填 10 导致直接满值甚至溢出上限,实际效果与预期严重不符。COUNTRY scope,若在 every_owned_state 或 every_unit_leader 等 State/Character scope 的子块内直接调用,脚本不会报错但效果静默失效,需确保回到国家 scope 再执行。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_war_support is commonly used in national focuses, events, or decisions to simulate the impact of war propaganda, major victories, or diplomatic crises on domestic war readiness. For example, you can reward war support upon completion of a national focus, or trigger a morale boost event when an enemy declares war on your nation.
# After a national focus completes, stir up public enthusiasm for war
focus = {
id = GER_war_propaganda
...
completion_reward = {
add_war_support = 0.05 # +5% war support
add_political_power = 50
}
}
# Compensate via event when enemy declares war
country_event = {
id = my_mod.10
...
option = {
name = my_mod.10.a
add_war_support = 0.10
add_stability = -0.05
}
}
[add_stability](/wiki/effect/add_stability): War support and stability often move in opposite directions. Adjusting both simultaneously can simulate complex scenarios such as "full mobilization amid internal division."[add_political_power](/wiki/effect/add_political_power): Grant political power alongside focuses or events to reflect the narrative logic of leadership consolidating power through the tide of war.[add_popularity](/wiki/effect/add_popularity): Combined with ideology support rate changes, allow war propaganda to simultaneously affect party popularity and deepen the political simulation.[has_war_support](/wiki/trigger/has_war_support) (Note: The corresponding triggers in the whitelist are [has_bombing_war_support](/wiki/trigger/has_bombing_war_support) / [has_casualties_war_support](/wiki/trigger/has_casualties_war_support) / [has_convoys_war_support](/wiki/trigger/has_convoys_war_support)): Check the current war support threshold in condition blocks to decide whether to trigger subsequent reward or penalty events.add_war_support is a decimal fraction (e.g., 0.10 represents +10%). Beginners often mistakenly enter 10 directly, causing the value to max out or even overflow the cap, resulting in effects far different from intended.COUNTRY scope. If invoked directly within sub-blocks of every_owned_state or every_unit_leader and other State/Character scopes, the script will not error but the effect silently fails. Always ensure you return to country scope before execution.