Wiki

effect · air_experience

Definition

  • Supported scope:COUNTRY
  • Supported target:none

Description

add air experience for country

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

air_experience 常用于国家焦点、决策或事件中,当需要奖励玩家空军发展时——例如完成"航空工业扩张"焦点、触发空战胜利事件后给予额外经验。它让当前国家 scope 下的空军经验池直接增加,可立即用于解锁空军指挥官特质或升级空军学说。

# 在国家焦点完成效果中奖励空军经验
focus = {
    id = expand_air_doctrine
    ...
    completion_reward = {
        air_experience = 50
        add_stability = 0.05
    }
}

配合关系

  • [has_air_experience](/wiki/trigger/has_air_experience) — 在触发条件中检查当前空军经验量是否达标,与 air_experience 形成"先检查再奖励"或"先检查再消耗"的经典组合。
  • [army_experience](/wiki/effect/army_experience) — 同类经验奖励命令,常在同一焦点或事件中一并发放,避免只强化单一兵种。
  • [add_tech_bonus](/wiki/effect/add_tech_bonus) — 经验到手后往往配合科技加成,引导玩家将经验高效用于空军科技研究。
  • [add_ideas](/wiki/effect/add_ideas) — 搭配空军相关国策 idea 同时发放,使经验奖励与长期 buff 协同生效。

常见坑

  1. Scope 用错air_experience 只能在 COUNTRY scope 下执行;若写在 STATE 或 CHARACTER scope 内(如 every_owned_state 的子块里)会静默失效,脚本不报错但经验不会增加,务必确认外层 scope 是国家。
  2. 与消耗混淆:该 effect 只负责添加经验值,不能用负数来消耗经验;若需要检查经验是否足够再执行后续逻辑,应先用 [has_air_experience](/wiki/trigger/has_air_experience) 做条件判断,而非尝试用负值"扣除"。

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

air_experience is commonly used in national focuses, decisions, or events when you need to reward player air force development—for example, upon completing an "Air Industry Expansion" focus or after triggering an air combat victory event to grant bonus experience. It directly increases the air force experience pool under the current COUNTRY scope, which can be immediately used to unlock air force commander traits or upgrade air force doctrines.

# Reward air experience in national focus completion effects
focus = {
    id = expand_air_doctrine
    ...
    completion_reward = {
        air_experience = 50
        add_stability = 0.05
    }
}

Synergy

  • [has_air_experience](/wiki/trigger/has_air_experience) — Check whether the current air force experience meets the threshold in trigger conditions, forming a classic "check first then reward" or "check first then consume" combination with air_experience.
  • [army_experience](/wiki/effect/army_experience) — Similar experience reward command, often distributed together in the same focus or event to avoid strengthening only a single unit type.
  • [add_tech_bonus](/wiki/effect/add_tech_bonus) — Once experience is obtained, it is typically paired with tech bonuses to guide players in efficiently using experience for air force technology research.
  • [add_ideas](/wiki/effect/add_ideas) — Distributed alongside air force-related national spirit ideas to make experience rewards synergize with long-term buffs.

Common Pitfalls

  1. Wrong Scopeair_experience can only be executed under COUNTRY scope; if written inside STATE or CHARACTER scope (such as within a sub-block of every_owned_state), it will silently fail without script errors, but experience will not be added. Always confirm that the outer scope is a country.
  2. Confusion with Consumption — This effect only adds experience values and cannot be used with negative numbers to consume experience; if you need to check whether experience is sufficient before executing subsequent logic, you should first use [has_air_experience](/wiki/trigger/has_air_experience) as a condition check rather than attempting to "deduct" with negative values.