Wiki

effect · create_navy_leader

Definition

  • Supported scope:COUNTRY
  • Supported target:none

Description

create navy leader 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

create_navy_leader 常用于 mod 中为特定国家动态生成历史或虚构的海军将领,例如在国家焦点完成后、特定事件触发时,或游戏开局 history 脚本中批量填充舰队指挥官。下面是一个事件选项中生成海军将领的典型片段:

country_event = {
    id = my_mod.10
    option = {
        name = my_mod.10.a
        create_navy_leader = {
            name = "Isoroku Yamamoto"
            portrait_path = "gfx/leaders/JAP/Portrait_Japan_Yamamoto.dds"
            traits = { navy_career_officer }
            skill = 4
            attack_skill = 4
            defense_skill = 3
            maneuvering_skill = 4
            coordination_skill = 3
        }
    }
}

配合关系

  • [add_naval_commander_role](/wiki/effect/add_naval_commander_role) — 当通过 generate_character 等方式创建角色后,可追加海军指挥官角色;与 create_navy_leader 互为补充,前者侧重角色定义,后者侧重角色赋权。
  • [any_navy_leader](/wiki/trigger/any_navy_leader) — 在执行创建前用于检查某国是否已存在满足条件的海军将领,避免重复生成同类将领造成冗余。
  • [add_trait](/wiki/effect/add_trait) — 创建将领后立即追加额外特质,实现更灵活的特质组合而不必在创建块内写死所有 traits。
  • [every_navy_leader](/wiki/effect/every_navy_leader) — 生成后配合此命令对该国所有海军将领(包括新创建的)批量施加效果,如统一添加某个动态修正。

常见坑

  1. 忘记 scope 必须是 COUNTRY:新手有时在 STATE 或 UNIT_LEADER scope 下直接调用此命令,导致脚本静默报错、将领未生成,检查 log 时才发现 scope 不匹配。
  2. skill 总值与各分项不对应:HOI4 的海军将领 skill 字段并非各分项自动求和,两者需分别手动填写;若只写总 skill 而忽略各分项,将领在游戏内实际表现会与预期不符。

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

create_navy_leader is commonly used in mods to dynamically generate historical or fictional naval commanders for specific nations, such as upon focus completion, when specific events trigger, or in bulk during the game's initial history scripts to populate fleet commanders. Below is a typical example of generating a naval leader within an event option:

country_event = {
    id = my_mod.10
    option = {
        name = my_mod.10.a
        create_navy_leader = {
            name = "Isoroku Yamamoto"
            portrait_path = "gfx/leaders/JAP/Portrait_Japan_Yamamoto.dds"
            traits = { navy_career_officer }
            skill = 4
            attack_skill = 4
            defense_skill = 3
            maneuvering_skill = 4
            coordination_skill = 3
        }
    }
}

Synergy

  • [add_naval_commander_role](/wiki/effect/add_naval_commander_role) — After creating a character via generate_character or similar methods, you can add a naval commander role; it complements create_navy_leader, with the former focused on character definition and the latter on character assignment.
  • [any_navy_leader](/wiki/trigger/any_navy_leader) — Check before execution whether a country already has naval commanders meeting specific conditions, preventing redundant duplicate generation of similar commanders.
  • [add_trait](/wiki/effect/add_trait) — Immediately append additional traits after leader creation, enabling more flexible trait combinations without hardcoding all traits within the creation block.
  • [every_navy_leader](/wiki/effect/every_navy_leader) — After generation, use this command to apply effects in bulk to all naval leaders of that nation (including newly created ones), such as uniformly adding a dynamic modifier.

Common Pitfalls

  1. Forgetting that scope must be COUNTRY: Novices sometimes call this command directly under STATE or UNIT_LEADER scope, resulting in silent script errors and the leader not being generated; the scope mismatch is only discovered when checking logs.
  2. Skill total value and individual components don't correspond: HOI4's naval leader skill field is not the automatic sum of its components—both must be filled in separately by hand. If you only set the overall skill and omit individual components, the leader's actual performance in-game will deviate from expectations.