Wiki

effect · add_faction_influence_score

Definition

  • Supported scope:COUNTRY
  • Supported target:none

Description

Adds influence to the country in the faction

	### Examples
	```
	TAG = {
		add_faction_influence_score = 100
	}
	```

实战 · 配合 · 坑

实战内容由 AI 生成,并已对照 vanilla 命令词表校验 —— 请当作起点而非权威依据。上方的定义节才是游戏自带文档原文。

实战用法

在派系争霸或势力竞争类 mod 中,当某个国家完成特定国策、签署协议或达成某个事件选项时,可用此效果增加该国在所属派系中的影响力积分,从而推动派系内部排名或权力格局的变化。例如在一个多极化世界 mod 中,某国完成"加强派系主导权"国策后奖励影响力积分:

focus = {
    id = strengthen_faction_dominance
    ...
    completion_reward = {
        add_faction_influence_score = 50
    }
}

配合关系

  • [faction_influence_score](/wiki/trigger/faction_influence_score) — 搭配该触发器可在执行增加积分前或事件条件中判断当前积分是否达到阈值,实现阶梯式奖励逻辑。
  • [faction_influence_rank](/wiki/trigger/faction_influence_rank) — 配合派系内排名触发器,可在国家跃升为派系主导者时触发后续事件或效果。
  • [add_faction_influence_ratio](/wiki/effect/add_faction_influence_ratio) — 两者功能相近但单位不同,按比例和按固定值增加可互补使用,满足不同数值设计需求。
  • [add_faction_power_projection](/wiki/effect/add_faction_power_projection) — 通常与影响力积分一同作为"派系贡献"奖励发放,共同构成派系内部竞争的多维度评分体系。

常见坑

  1. 国家不在任何派系中时无效果:若目标国家当前未加入任何派系,此命令不会报错但也不会产生任何实际变化,新手常因此误以为逻辑写错,实际上只是缺少入派系的前提条件判断。
  2. Scope 写错导致静默失败:此命令必须在 COUNTRY scope 下执行,若误写在 STATE 或其他 scope 中,游戏不一定会给出明显报错,影响力积分却始终不会增加,排查时需仔细检查 scope 层级。

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

In faction competition or power struggle mods, when a country completes a specific focus, signs an agreement, or reaches a certain event option, this effect can be used to increase that country's influence score within its faction, thereby driving changes in internal ranking or power dynamics. For example, in a multipolar world mod, when a country completes the "Strengthen Faction Dominance" focus, it receives an influence score reward:

focus = {
    id = strengthen_faction_dominance
    ...
    completion_reward = {
        add_faction_influence_score = 50
    }
}

Synergy

  • [faction_influence_score](/wiki/trigger/faction_influence_score) — Combine with this trigger to check whether the current score reaches a threshold before executing the increase or in event conditions, enabling tiered reward logic.
  • [faction_influence_rank](/wiki/trigger/faction_influence_rank) — Pair with faction ranking triggers to fire subsequent events or effects when a country rises to faction leader status.
  • [add_faction_influence_ratio](/wiki/effect/add_faction_influence_ratio) — Similar functionality but different units; percentage-based and fixed-value increases can complement each other to meet different balancing needs.
  • [add_faction_power_projection](/wiki/effect/add_faction_power_projection) — Usually distributed together with influence score as a "faction contribution" reward, forming a multidimensional scoring system for intra-faction competition.

Common Pitfalls

  1. No effect when country is not in any faction: If the target country is not currently in any faction, this command will not error but also produce no actual change. Newcomers often mistakenly assume the logic is wrong, when the real issue is a missing precondition check for faction membership.
  2. Scope errors causing silent failure: This command must execute in COUNTRY scope. If mistakenly placed in STATE or another scope, the game may not issue a clear error, but the influence score will simply never increase. Careful scope hierarchy inspection is needed during debugging.