Wiki

effect · add_cic

Definition

  • Supported scope:COUNTRY
  • Supported target:THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

Description

Add founds to the CIC bank of the country in scope.
Value can be negative to substract funds.
If the new total funds is negative, it will be set to 0.
ex:
var:my_country_var = {
  add_cic = 200
  add_cic = -100
}

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

add_cic is commonly used in national focuses, decisions, or events to inject or deplete civilian industrial capacity funds for target countries—typical use cases include research funding, post-war reconstruction aid, or economic sanctions as mod scenarios. In multi-nation aid frameworks, you can also switch scopes to distribute funds to allies in bulk.

# National focus completion grants a lump sum of CIC, with a portion deducted as administrative overhead
focus = {
    id = EXAMPLE_economic_boost
    ...
    completion_reward = {
        add_cic = 300
        add_cic = -50  # administrative overhead
    }
}

# Event distributing funds to a designated country variable
country_event = {
    option = {
        name = EXAMPLE.1.a
        var:aid_recipient = {
            add_cic = 150
        }
    }
}

Synergy

  • [add_political_power](/wiki/effect/add_political_power): Economic decisions typically consume political power simultaneously; pairing these two simulates policy trade-offs and adds strategic depth to gameplay.
  • [add_stability](/wiki/effect/add_stability): Large CIC injections are often tied to increases in national stability, representing the positive social effects of economic recovery.
  • [has_country_flag](/wiki/trigger/has_country_flag): Used to check whether a funding event has already been triggered, preventing CIC from stacking repeatedly; a standard gating mechanism.
  • [add_ideas](/wiki/effect/add_ideas): Paired with economic policy ideas, grants CIC while attaching long-term modifiers, allowing short-term funding and long-term bonuses to work synergistically.

Common Pitfalls

  1. Negative values do not create negative totals but silently clamp to zero: Many new modders attempt add_cic = -99999 expecting to fully "drain" an opponent's funds and create a deficit, but the game clamps the result to 0, preventing negative CIC states through this effect alone. Design punishment mechanics using alternative approaches.
  2. Scope must be COUNTRY: Writing add_cic directly inside loops like every_owned_state or at province level silently fails due to scope mismatch. Use OWNER = { add_cic = ... } to switch back to country scope before executing.