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effect · reseed_division_commander

Definition

  • Supported scope:(none)
  • Supported target:none

Description

reseed_division_commander = 9999 [Debug & Testing Effect]

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

reseed_division_commander is primarily used for debugging and testing scenarios. It is employed when mod developers need to forcibly refresh the random seed of a division commander (for example, to verify trait randomization logic or reproduce a specific bug). The passed numeric value serves as the new random seed, allowing test results to be reproducible or intentionally scrambled.

# Force reset commander random seed in debug event
country_event = {
    id = debug.1
    immediate = {
        reseed_division_commander = 9999
    }
}

Synergy

Since no other cross-referenceable effects or trigger commands exist in the current scope whitelist, this effect has no enumerable synergistic commands within the officially defined context. It is recommended to use it only in isolated debug events or within hidden_effect blocks, avoiding mixing it with business logic.

Common Pitfalls

  1. Misuse in production releases: This effect is marked as [Debug & Testing Effect], and beginners often leave it behind in formal mod events or decisions, causing unintended resets of commander randomization behavior and breaking the game balance experience. Be sure to perform a global search and remove all instances before release.
  2. Mistaking the numeric value as "number of resets": The passed number is a random seed value, not an operation count. Inputting different values will not execute the refresh multiple times—it merely changes the starting point of the random sequence. Calling with the same seed multiple times produces idempotent results.