effect · set_faction_spymaster
Definition
- Supported scope:
COUNTRY - Supported target:
none
Description
set current country as spy master of its faction
set_faction_spymasterCOUNTRYnoneset current country as spy master of its faction
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。
set_faction_spymaster 通常用于派系政治类 mod,当某国通过国策、事件或决策晋升为派系核心情报领导者时触发。例如在"大国博弈"类 mod 中,当玩家国家通过特定国策成为阵营的间谍主导国时,可用此命令将其设为派系谍报总指挥,从而获得相应的情报优势或叙事意义。
# 国策完成后,将本国设为所在派系的谍报总指挥
focus = {
id = become_faction_spymaster
...
completion_reward = {
set_faction_spymaster = yes
}
}
[create_intelligence_agency](/wiki/effect/create_intelligence_agency):在成为派系谍报总指挥之前,通常需要确保本国已建立情报机构,两者先后配合使用逻辑更完整。[has_country_flag](/wiki/trigger/has_country_flag):用于在事件或决策的触发条件中检查本国是否已经担任过谍报总指挥,防止重复执行。[add_intel](/wiki/effect/add_intel):成为谍报总指挥后,配合此命令对特定国家增加情报值,强化担任该角色后的实际收益体现。[add_ideas](/wiki/effect/add_ideas):通过添加特定国策思潮/想法,在叙事和机械效果上双重标注"谍报主导国"身份,与 set_faction_spymaster 形成视觉与功能的统一。set_faction_spymaster 要求执行国必须已是某个派系的成员,若在未加入派系时调用,命令会静默失败且不报错,新手容易误以为脚本已生效,建议用 [has_country_flag](/wiki/trigger/has_country_flag) 或其他派系存在性条件做前置检查。COUNTRY,若写在 every_owned_state 等 state scope 的执行块内,游戏不会报错但命令完全不会执行,务必确认执行块所在的 scope 层级是国家而非省份或州。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.
set_faction_spymaster is typically used in faction politics mods. It is triggered when a nation advances to become the faction's intelligence leader through focuses, events, or decisions. For example, in "Great Power Rivalry" style mods, when the player's nation becomes the intelligence hegemon of an alliance through a specific focus, you can use this command to designate it as the faction's spymaster, thereby gaining corresponding intelligence advantages or narrative significance.
# After focus completion, set this nation as the spymaster of its faction
focus = {
id = become_faction_spymaster
...
completion_reward = {
set_faction_spymaster = yes
}
}
[create_intelligence_agency](/wiki/effect/create_intelligence_agency): Before becoming the faction spymaster, it is typically necessary to ensure your nation has established an intelligence agency. Using both commands in sequence creates more complete logic.[has_country_flag](/wiki/trigger/has_country_flag): Used in event or decision trigger conditions to check whether your nation has already served as spymaster, preventing duplicate execution.[add_intel](/wiki/effect/add_intel): After becoming spymaster, pair this command with adding intelligence to specific nations, reinforcing the tangible benefits of holding this role.[add_ideas](/wiki/effect/add_ideas): By adding specific national ideas or spirits, you can annotate the "intelligence hegemon" status both narratively and mechanically, creating visual and functional unity with set_faction_spymaster.set_faction_spymaster requires the executing nation to already be a member of some faction. If called before joining a faction, the command silently fails without error, leading newcomers to mistakenly think the script worked. It is recommended to use [has_country_flag](/wiki/trigger/has_country_flag) or other faction existence conditions as prerequisites.COUNTRY. If written inside an execution block scoped to every_owned_state or similar state scopes, the game will not error but the command will not execute at all. Always verify that the execution block's scope level is nation-level rather than state or province level.