effect · add_days_remove
Definition
- Supported scope:
COUNTRY - Supported target:
none
Description
adds/removes days to 'days_remove' value of a decision
Example:
add_days_remove = {
decision = <some_decision>
days = 30
}
add_days_removeCOUNTRYnoneadds/removes days to 'days_remove' value of a decision
Example:
add_days_remove = {
decision = <some_decision>
days = 30
}
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_days_remove is commonly used to dynamically adjust the remaining validity period of a decision. For example, when a player triggers a specific event or meets certain conditions, you can reward them by extending or penalize them by reducing the duration of a policy decision. A typical scenario is "technology acceleration" type decisions: reward an additional 30 days after completing a national focus, or reduce the remaining days upon a crisis event to reflect the cost.
# After completing a national focus, extend a decision in progress by 30 days
complete_national_focus = some_focus
add_days_remove = {
decision = my_wartime_economy_decision
days = 30
}
# Event penalty: shorten remaining decision time
add_days_remove = {
decision = my_wartime_economy_decision
days = -15
}
[has_decision](/wiki/trigger/has_decision): Before executing add_days_remove, you should use this trigger to confirm that the target decision is currently active, avoiding operations on inactive decisions that could cause script errors or silent failures.[activate_decision](/wiki/effect/activate_decision): Activate a decision first, then immediately use add_days_remove to adjust its initial countdown, enabling "dynamic time limit" logic.[add_days_mission_timeout](/wiki/effect/add_days_mission_timeout): Similar functionality but applies to different objects (one targets decisions, the other targets missions). When handling time-limited task systems, these are often compared side-by-side to avoid confusion.[country_event](/wiki/effect/country_event): Through event trigger chains, call add_days_remove at specific narrative nodes to dynamically tighten or relax decision deadlines, creating richer narrative feedback.decision = must be a decision token that is currently active (the player has selected it). If the decision is not active, the effect will fail silently without error, making debugging difficult. Always perform a pre-check using [has_decision](/wiki/trigger/has_decision).days value "extends" the duration, while a negative value "shortens" the remaining time. Beginners often mistakenly assume a positive value will "end the decision early," but the result is actually the opposite—the decision will last longer than expected.