effect · add_popularity
Definition
- Supported scope:
COUNTRY - Supported target:
none
Description
add popularity to an ideology in a country
Example:
add_popularity = {
ideology = neutrality
popularity = 0.05
}
add_popularityCOUNTRYnoneadd popularity to an ideology in a country
Example:
add_popularity = {
ideology = neutrality
popularity = 0.05
}
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_popularity is commonly used in national focuses, events, or decisions to dynamically adjust domestic ideology distribution. For example, it can increase support for a specific ideology upon focus completion, or weaken/strengthen a faction's public backing when a civil war event triggers.
# After focus completion: shift toward fascism
add_popularity = {
ideology = fascism
popularity = 0.10
}
# Simultaneously reduce another ideology (use negative value)
add_popularity = {
ideology = democratic
popularity = -0.05
}
[add_ideas](/wiki/effect/add_ideas) — Typically paired with ideology popularity adjustments to add corresponding policy advisors or national spirits aligned with the political shift, making the transition effect more complete.[add_political_power](/wiki/effect/add_political_power) — Ideology changes often come with political resource rewards or penalties; combining these two simulates the costs and benefits of political campaigns.[has_country_leader_ideology](/wiki/trigger/has_country_leader_ideology) — Used in condition blocks to check the current leader's ideology alignment, paired with add_popularity to implement logic like "only push this ideology up if the leader is fascist."[add_stability](/wiki/effect/add_stability) — Dramatic ideology swings typically accompany social unrest; combining with stability modifications enhances narrative immersion.popularity is a relative change, not an absolute value, and the game internally normalizes ideology sums. Setting 1.0 directly does not "lock" it at 100%; exceeding the range may cause display anomalies. Recommend incremental adjustments in small steps.every_owned_state) without first switching back to country scope via OWNER, the script silently fails—the game won't error but the effect won't apply.