Hands-On Usage
This effect is specifically designed to trigger the simulation logic of "Coordinated Strike" operations, making it ideal for custom intelligence operation mods where designers call its core execution flow when creating new air-ground coordination or sabotage mission variants. The amount parameter controls how many simulation iterations run—higher values mean more comprehensive random sampling of operation outcomes, suitable for high-intensity strike scenarios requiring "multi-round hit resolution".
# Call this within the on_start or immediate block of a custom intelligence operation
on_start = {
execute_operation_coordinated_strike = {
amount = 3
}
}
Synergy
[is_operation_type](/wiki/trigger/is_operation_type): Validate the current operation type before execution to ensure this effect only triggers within Coordinated Strike operation scope, preventing accidental application to other operation types.
[every_operative](/wiki/effect/every_operative): Apply status modifications in bulk to all operatives participating in this operation (such as increasing exposure risk or experience), synchronized with strike simulation results.
[any_operative_leader](/wiki/trigger/any_operative_leader): Use for conditional checks to verify the existence of operative leaders meeting specific traits before running the strike simulation, enabling elite operative bonus logic.
[random_operative](/wiki/effect/random_operative): After simulation completes, randomly select one participating operative to apply special consequences (such as injury or death), adding narrative randomness to operation outcomes.
Common Pitfalls
- Ignoring scope restrictions: This effect must be called within
OPERATION scope. Placing it directly in country or state scope effect blocks will silently fail or cause errors—always verify the call site is within the correct operation context.
- Missing or zero
amount parameter: Forgetting to fill in the amount field or setting it to 0 causes the simulation to skip entirely and operation effects to not trigger, but the game may not always display an obvious error message, making this easy to overlook during debugging.