Wiki

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
}

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_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
}

Synergy

  • [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.

Common Pitfalls

  1. Overlooking popularity value range: 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.
  2. Wrong scope: This effect must execute under COUNTRY scope. If mistakenly placed in STATE scope (e.g., inside 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.