trigger · command_power_daily
Definition
- Supported scope:
COUNTRY - Supported target:
none
Description
Checks if daily command power increase is more or less that specified value
command_power_daily > 1.5
command_power_dailyCOUNTRYnoneChecks if daily command power increase is more or less that specified value
command_power_daily > 1.5
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。
command_power_daily 常用于判断某国是否拥有足够高效的指挥架构,例如在顾问解锁、决议可用条件或国策奖励判断中,只向每日指挥力恢复较高的国家开放特定选项。典型场景是限制某些精英军事路线仅在指挥力回复达到门槛后才可触发。
# 国策的 available 条件:仅当每日指挥力增量超过 1.5 时才可选择
focus = {
id = elite_command_doctrine
available = {
command_power_daily > 1.5
}
}
[command_power](/wiki/trigger/command_power):配合使用可同时检查当前指挥力存量与每日增量,二者结合能更精确地判断将领体系是否成熟,避免玩家在指挥力刚解锁但积累不足时就满足触发条件。[add_command_power](/wiki/effect/add_command_power):常在 command_power_daily 满足条件后的 effect 块里作为奖励发放,形成"回复能力强→额外补充存量"的正向激励链。[add_ideas](/wiki/effect/add_ideas):当每日增量达标时授予对应的军事理念(idea),可用于表现精良参谋体系带来的制度性加成。[add_trait](/wiki/effect/add_trait):满足指挥力回复阈值后为将领添加特质,适合构建"将领成长"型 mod 的晋升系统。command_power_daily 与 command_power 混淆,前者是每日增量,后者才是当前积累量;用错后条件逻辑完全相反,例如拿 command_power_daily 去卡"存了多少点"这类需求会永远返回错误结果。> 5.0),条件在绝大多数游戏状态下永远为假,导致相关内容实际上无法触发,调试时难以发现。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.
command_power_daily is commonly used to determine whether a nation possesses a sufficiently efficient command structure. For example, in advisor unlocks, decision availability conditions, or national focus rewards, you can restrict specific options only to nations with higher daily command power recovery. A typical scenario is limiting certain elite military branches to trigger only after command power recovery reaches a threshold.
# National focus available condition: can only be selected when daily command power gain exceeds 1.5
focus = {
id = elite_command_doctrine
available = {
command_power_daily > 1.5
}
}
[command_power](/wiki/trigger/command_power): When used together, you can check both current command power reserves and daily gains simultaneously. Combining both allows more precise judgment of whether your command structure has matured, preventing players from satisfying trigger conditions when command power is newly unlocked but insufficiently accumulated.[add_command_power](/wiki/effect/add_command_power): Commonly used as a reward in effect blocks once command_power_daily conditions are met, forming a positive incentive chain of "strong recovery capability → additional reserve bonus".[add_ideas](/wiki/effect/add_ideas): Award corresponding military ideas when daily gains meet the threshold, useful for demonstrating institutional bonuses from well-developed general staff systems.[add_trait](/wiki/effect/add_trait): Add traits to generals after meeting command power recovery thresholds, suitable for constructing promotion systems in "general growth" style mods.command_power_daily with command_power—the former is daily gain, the latter is current accumulated amount. Using the wrong one inverts the condition logic entirely. For example, using command_power_daily to check "how many points have been saved" will always return incorrect results.> 5.0) causes the condition to be perpetually false in most game states, making related content effectively untriggerable and difficult to debug.