Wiki

effect · reduce_focus_completion_cost

Definition

  • Supported scope:COUNTRY
  • Supported target:THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

Description

Reduce the cost needed to complete a specific focus. The cost accepts [script constants](script_concept_documentation.md#script-constants). The focus can be a uniform list or a single token.

Example:
reduce_focus_completion_cost = {
  focus = focus_to_be_reduced
  cost = 15
}

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

reduce_focus_completion_cost 常用于国策树中的奖励逻辑,例如当玩家完成某个前置国策后,降低后续关键国策的剩余完成所需天数/费用,从而制造"加速推进"的战略感。典型场景是事件或决议奖励:某国策完成后触发一个 hidden_effect,为本国的下一个重大国策打折。

# 完成前置国策后,通过事件降低目标国策的剩余费用
country_event = {
    id = my_mod.1
    hidden = yes
    immediate = {
        reduce_focus_completion_cost = {
            focus = GER_rearm_the_nation
            cost = 35
        }
    }
}

配合关系

  • [has_completed_focus](/wiki/trigger/has_completed_focus):先检查某个前置国策是否已完成,再决定是否触发本 effect,避免提前或重复折扣。
  • [focus_progress](/wiki/trigger/focus_progress):配合使用可判断目标国策当前已完成的进度,决定是否有必要再追加减免。
  • [complete_national_focus](/wiki/effect/complete_national_focus):在特殊剧情分支中,若需要立即完成某国策可直接使用此命令;而需要"部分优惠"时则改用 reduce_focus_completion_cost,两者形成快慢档选择。
  • [add_political_power](/wiki/effect/add_political_power):国策完成费用有时以政治点为单位,联动补充政治点与减少国策费用,可实现双重加速效果。

常见坑

  1. 将 cost 填成负数或过大值:cost 代表"减少的费用量"而非"剩余费用目标值",若填入值超过该国策本身的剩余费用,游戏可能将其归零而非报错,但不会让国策立即完成——需要配合 complete_national_focus 才能强制完成,切勿混淆两者的语义。
  2. 在错误 scope 下调用:本 effect 只在 COUNTRY scope 下有效,若写在 state scope 或 character scope 的执行块中不会生效,且游戏日志可能不报明显错误,导致难以排查。务必确认执行块的上下文已切换到国家 scope(如用 ROOT/THIS 明确指向国家)。

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

reduce_focus_completion_cost is commonly used in national focus tree reward logic. For example, when a player completes a prerequisite focus, it reduces the remaining completion days/cost of subsequent key focuses, creating a sense of strategic acceleration. A typical scenario is event or decision rewards: after a focus is completed, a hidden_effect is triggered to discount the next major focus for that nation.

# After completing a prerequisite focus, reduce the target focus's remaining cost via event
country_event = {
    id = my_mod.1
    hidden = yes
    immediate = {
        reduce_focus_completion_cost = {
            focus = GER_rearm_the_nation
            cost = 35
        }
    }
}

Synergy

  • [has_completed_focus](/wiki/trigger/has_completed_focus): First check whether a prerequisite focus has been completed, then decide whether to trigger this effect, avoiding premature or duplicate discounts.
  • [focus_progress](/wiki/trigger/focus_progress): Using this in conjunction allows you to check the current completion progress of a target focus and determine whether additional cost reduction is necessary.
  • [complete_national_focus](/wiki/effect/complete_national_focus): In special story branches, if you need to instantly complete a focus you can use this command directly; when "partial discount" is needed instead, use reduce_focus_completion_cost instead. The two form a choice between fast and slow options.
  • [add_political_power](/wiki/effect/add_political_power): Focus completion costs are sometimes measured in political power; synergizing additional political power with reduced focus costs can achieve a dual acceleration effect.

Common Pitfalls

  1. Filling cost with negative numbers or excessively large values: cost represents "the amount of cost to be reduced" rather than "the target remaining cost value". If you enter a value exceeding the focus's actual remaining cost, the game may reduce it to zero without throwing an error, but the focus will not complete immediately—you need to combine with complete_national_focus to force completion. Do not confuse the semantics of the two.
  2. Calling in the wrong scope: This effect is only valid in COUNTRY scope. If written in an execution block under state scope or character scope it will not take effect, and the game log may not report an obvious error, making it difficult to debug. Always confirm that the execution context has switched to country scope (such as using ROOT/THIS to explicitly point to a country).