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
- 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.
- 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.