Wiki

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
}

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_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
}

Synergy

  • [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.

Common Pitfalls

  1. Specifying a non-existent or expired decision key: The value after 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).
  2. Confusing the direction of positive and negative values: A positive 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.