Wiki

effect · army_experience

Definition

  • Supported scope:COUNTRY
  • Supported target:none

Description

add army 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

army_experience 常用于国策、决议完成奖励场景,例如完成一个军事改革国策后给予玩家一定的陆军经验值,用于解锁或升级师级模板。也适用于事件触发器中,模拟战役胜利后部队积累实战经验的叙事效果。

focus = {
    id = military_reform
    # ...
    completion_reward = {
        army_experience = 50
        add_political_power = 25
    }
}

配合关系

  • [has_army_experience](/wiki/trigger/has_army_experience):先检测当前陆军经验是否足够,再决定是否触发额外奖励或惩罚事件,形成条件-奖励的完整逻辑链。
  • [add_manpower](/wiki/effect/add_manpower):两者常同时出现在军事类国策/决议奖励中,一并补充兵源与经验,强化军事扩张感。
  • [add_tech_bonus](/wiki/effect/add_tech_bonus):在军事科技加速的场景下,与陆军经验一同发放,让玩家能立刻将经验投入新模板研究,体验更流畅。
  • [division_template](/wiki/effect/division_template):获得经验后紧接着定义或解锁新师级模板,是军事类 mod 中最典型的连用模式。

常见坑

  1. 误用于非 COUNTRY scopearmy_experience 只能在国家 scope 下生效,若写在州(state)或单位领袖(unit leader)scope 内会被游戏静默忽略,不会报错但也不会生效,调试时容易遗漏。
  2. 数值过大破坏平衡:新手为了测试常填写极大数值,但陆军经验在游戏内有实际上限且会影响 AI 的模板升级节奏,mod 正式发布前应参考原版国策的经验奖励幅度进行校准,避免破坏游戏平衡性。

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

army_experience is commonly used in focus tree and decision completion reward scenarios—for example, granting the player a certain amount of land army experience upon completing a military reform focus, which can then be used to unlock or upgrade division templates. It is also applicable in event triggers to simulate the narrative effect of troops accumulating combat experience after a successful campaign.

focus = {
    id = military_reform
    # ...
    completion_reward = {
        army_experience = 50
        add_political_power = 25
    }
}

Synergy

  • [has_army_experience](/wiki/trigger/has_army_experience): Check whether the current land army experience is sufficient before deciding whether to trigger additional reward or penalty events, forming a complete condition-reward logic chain.
  • [add_manpower](/wiki/effect/add_manpower): Both commonly appear together in military focus tree or decision rewards to replenish both manpower and experience simultaneously, enhancing the sense of military expansion.
  • [add_tech_bonus](/wiki/effect/add_tech_bonus): In scenarios involving accelerated military technology research, distribute land army experience alongside tech bonuses so players can immediately invest the experience into researching new division templates for a smoother experience.
  • [division_template](/wiki/effect/division_template): Define or unlock new division templates immediately after gaining experience—this is the most typical combined usage pattern in military mods.

Common Pitfalls

  1. Misuse outside COUNTRY scope: army_experience only takes effect within a country scope. If written within a state or unit leader scope, the game will silently ignore it without throwing an error, but the effect simply won't trigger—an easy oversight during debugging.
  2. Excessively large values breaking balance: Beginners often test with extremely large numbers, but land army experience has a practical upper limit in-game and affects AI division template upgrade pacing. Before publishing a mod officially, reference the experience reward magnitude from vanilla focuses to calibrate values and avoid disrupting game balance.