Wiki

effect · navy_experience

Definition

  • Supported scope:COUNTRY
  • Supported target:none

Description

add naval 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

navy_experience 常用于国家焦点、决策或事件中,给予玩家或 AI 国家一定量的海军经验,以便解锁舰船设计或提升海军领袖。例如在"海军扩张"主题焦点完成后立即奖励经验,或在特定海战胜利事件中作为战利品发放。

# 焦点完成后奖励海军经验
focus = {
    id = expand_naval_doctrine
    ...
    completion_reward = {
        navy_experience = 50
    }
}

配合关系

  • [air_experience](/wiki/effect/air_experience) / [army_experience](/wiki/effect/army_experience):三种军种经验通常成套出现,用于"全军整备"类焦点或决策,同时提升陆、海、空经验。
  • [add_tech_bonus](/wiki/effect/add_tech_bonus):在给予经验的同时加速海军科技研究,二者配合使海军发展路线更流畅。
  • [has_navy_size](/wiki/trigger/has_navy_size)(注意:此 trigger 不在白名单,改用)[any_navy_leader](/wiki/trigger/any_navy_leader):先判断国家是否具备海军领袖再发放经验,避免对内陆国家做无意义的奖励。
  • [create_navy_leader](/wiki/effect/create_navy_leader):先创建海军将领再给予经验,确保经验有"消费者"可用于舰队指挥升级。

常见坑

  1. 在非 COUNTRY scope 下使用navy_experience 只能作用于国家 scope,若写在 STATE 或 UNIT LEADER scope 内会被游戏静默忽略,且不报错,导致效果莫名其妙地不生效,调试时需要特别检查当前 scope 层级。
  2. 数值过高导致立即解锁高级设计:海军经验直接影响舰船变体设计的解锁,给予过量经验会让玩家或 AI 跳过正常科技进程,破坏游戏平衡,建议参考原版焦点的给予量进行合理校准。

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

navy_experience is commonly used in national focuses, decisions, or events to grant a specified amount of naval experience to the player or AI nations, enabling them to unlock ship designs or promote naval leaders. For example, experience can be awarded immediately upon completion of a "Naval Expansion" themed focus, or distributed as spoils of war in a specific naval victory event.

# Award naval experience upon focus completion
focus = {
    id = expand_naval_doctrine
    ...
    completion_reward = {
        navy_experience = 50
    }
}

Synergy

  • [air_experience](/wiki/effect/air_experience) / [army_experience](/wiki/effect/army_experience): The three branches of military experience typically appear together, used in "Full Military Readiness" themed focuses or decisions to simultaneously boost land, naval, and air experience.
  • [add_tech_bonus](/wiki/effect/add_tech_bonus): When granting experience, concurrently accelerate naval technology research; the combination of both makes naval development pathways smoother.
  • [has_navy_size](/wiki/trigger/has_navy_size) (note: this trigger is not whitelisted; use instead) [any_navy_leader](/wiki/trigger/any_navy_leader): First check whether the nation possesses naval leaders before distributing experience, avoiding meaningless rewards to landlocked nations.
  • [create_navy_leader](/wiki/effect/create_navy_leader): Create naval leaders first, then grant experience, ensuring the experience has "consumers" available for fleet command upgrades.

Common Pitfalls

  1. Using outside COUNTRY scope: navy_experience can only act on country scope; if written within STATE or UNIT LEADER scope, the game silently ignores it without error, causing effects to mysteriously fail to activate. Special attention to scope hierarchy is required during debugging.
  2. Excessively high values unlocking advanced designs prematurely: Naval experience directly affects the unlock of ship variant designs. Granting excessive experience causes the player or AI to bypass normal technology progression, breaking game balance. It is recommended to calibrate values reasonably by referencing the amounts given in vanilla focuses.