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
}

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).