effect · add_manpower
Definition
- Supported scope:
STATE,COUNTRY - Supported target:
none
Description
Adds manpower to the country in scope or locally on a state if in state scope
add_manpowerSTATE, COUNTRYnoneAdds manpower to the country in scope or locally on a state if in state scope
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.
add_manpower is commonly used in focus trees, decisions, or events to replenish a nation's manpower reserves. For example, it can reward additional manpower upon completion of a wartime mobilization decision, or increase local manpower reserves in a state-scoped event. When used under STATE scope, manpower is bound to that state and transfers with its ownership, making it ideal for simulating local conscription or colonial reinforcement scenarios.
# Country scope: directly add manpower to the nation
country_event = {
option = {
name = my_event.1.a
add_manpower = 10000
}
}
# State scope: add manpower locally to a specific state
every_owned_state = {
limit = { is_core_of = ROOT }
add_manpower = 5000
}
[add_building_construction](/wiki/effect/add_building_construction): Manpower supplements often occur alongside industrial construction, simulating simultaneous triggers during total mobilization.[has_army_manpower](/wiki/trigger/has_army_manpower): Used to check whether current manpower falls below a threshold, determining whether to trigger manpower replenishment events or decisions.[add_stability](/wiki/effect/add_stability): Forced large-scale conscription reduces stability, commonly paired with add_manpower for balance design.[add_war_support](/wiki/effect/add_war_support): In wartime mobilization scripts, increasing manpower while boosting war support creates narrative coherence.