Wiki

effect · add_nationality

Definition

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

Description

Add the specified nationalty to the scoped-in operative. Examples:
add_nationality = ROOT
add_nationality = FRA

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_nationality is commonly used in intelligence/operative mods to grant an operative additional nationality, making them less likely to be exposed when executing missions in specific countries, or to simulate defection/turncoat scenarios in events. For example, when a Soviet operative is turned to serve France, you can write in an event option within a CHARACTER scope:

# In an event option within a CHARACTER scope
add_nationality = FRA

You can also use dynamic target references like ROOT and FROM to reference the triggering nation, enabling more generic and reusable script logic.

Synergy

  • [has_nationality](/wiki/trigger/has_nationality): Check whether the operative already possesses the target nationality before executing add_nationality to avoid duplicate additions that could cause logic confusion.
  • [set_nationality](/wiki/effect/set_nationality): set_nationality replaces the primary nationality, whereas add_nationality appends an additional one. Using both together allows precise control over an operative's primary and secondary nationality relationships.
  • [is_operative](/wiki/trigger/is_operative): Use as a precondition guard to ensure the current scope is actually an operative and not a regular general, preventing the effect from being applied to the wrong character type.
  • [turn_operative](/wiki/effect/turn_operative): The core companion command for defection scenarios. First use turn_operative to change the operative's allegiance, then use add_nationality to add their new faction's nationality, logically completing the turncoat sequence.

Common Pitfalls

  1. Wrong Scope: add_nationality can only be executed within a CHARACTER scope. If you write it directly in a country scope (such as outside an any_country block) and forget to enter a CHARACTER scope, the game will silently error and the effect won't trigger. Always verify you've entered a CHARACTER scope via any_operative_leader or a direct character reference.
  2. Confusion with set_nationality: Beginners often mistake the two as equivalent, but add_nationality stacks an additional nationality (at the operative credentials level) and does not change the character's primary allegiance. If your goal is to make a character "switch sides," use set_nationality instead; otherwise, the character will continue operating under their original nation's organization.