Hands-On Usage
When a mod needs to dynamically remove the division template cap for a specific unit template through events or decisions, this effect is highly useful. For example, after a technology unlock or national focus completion, you can allow players to train a specific elite template without limit by calling this effect in the corresponding option block.
option = {
name = my_event.option_a
clear_division_template_cap = {
division_template = "Elite Panzer Division"
}
}
Synergy
[division_template](/wiki/effect/division_template) — Typically use division_template first to create or modify a template, then use this effect to remove its cap, forming a complete template management workflow.
[country_lock_all_division_template](/wiki/effect/country_lock_all_division_template) — Used to batch-lock all templates, while this effect selectively removes the cap for specific templates, forming a corresponding lock-unlock relationship.
[has_completed_focus](/wiki/trigger/has_completed_focus) — Serves as a trigger condition to check whether a national focus has been completed before executing the cap removal, ensuring the unlock timing aligns with game design logic.
[add_units_to_division_template](/wiki/effect/add_units_to_division_template) — When adjusting template composition, pair it with cap removal to ensure new templates can be trained at scale without being constrained by the limit.
Common Pitfalls
- The
division_template field name must exactly match the actual template name in-game (case-sensitive and space-sensitive). When filled incorrectly, the game will not error but the effect silently fails, causing the cap to remain unremoved—something newcomers often struggle to detect.
- Mistakenly believing this effect works in STATE or CHARACTER scope. In reality, it can only execute under COUNTRY scope. If placed in the immediate block of a state or character event, it will directly fail. Always confirm the current scope is at country level.