Wiki

effect · add_faction_initiative

Definition

  • Supported scope:COUNTRY
  • Supported target:none

Description

Adds Faction Initiative points to the current country's faction.

### Examples

TAG = { add_faction_initiative = VALUE }

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

add_faction_initiative 常用于阵营系统相关 mod 中,当一个国家完成特定国策、决议或事件选项时,为其所在阵营增加主动性积分,从而推动阵营升级或解锁阵营特权。例如在一个强化同盟机制的 mod 里,德国完成"扩大轴心国影响"国策后给阵营加分:

focus = {
    id = GER_expand_axis_influence
    ...
    completion_reward = {
        GER = {
            add_faction_initiative = 10
        }
    }
}

配合关系

  • [faction_upgrade_level](/wiki/trigger/faction_upgrade_level) —— 检测阵营当前升级等级,可在 initiative 积累到一定程度后触发不同奖励逻辑,形成"积分 → 升级 → 奖励"的完整链条。
  • [add_faction_influence_score](/wiki/effect/add_faction_influence_score) —— 两者同属阵营数值体系,常在同一事件选项里同时调用,兼顾主动性与影响力两个维度。
  • [faction_influence_ratio](/wiki/trigger/faction_influence_ratio) —— 作为前置条件判断本国在阵营中的影响力占比,只有主导成员才有资格触发 initiative 奖励,逻辑更严谨。
  • [add_faction_goal](/wiki/effect/add_faction_goal) —— initiative 积分通常与阵营目标配套设计,达成目标后用 add_faction_initiative 给予激励,形成正向反馈。

常见坑

  1. 在非阵营成员国的 scope 内调用:该 effect 作用于"当前国家所在阵营",若触发时该国尚未加入任何阵营(例如中立国),脚本不会报错但积分会被静默丢弃,效果完全无效。务必用 [faction_influence_rank](/wiki/trigger/faction_influence_rank) 或类似条件先确认该国已属于某个阵营。
  2. add_faction_influence_score 混淆:两者名称相近但作用于不同的阵营数值维度,initiative 影响主动性/行动点池,influence 影响影响力排名,错误替换会导致预期的阵营行为完全不触发。

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_faction_initiative is commonly used in faction system-related mods. When a country completes a specific focus, decision, or event option, it adds initiative points to its faction, driving faction upgrades or unlocking faction privileges. For example, in a mod that enhances alliance mechanics, Germany gains points for its faction upon completing the "Expand Axis Influence" focus:

focus = {
    id = GER_expand_axis_influence
    ...
    completion_reward = {
        GER = {
            add_faction_initiative = 10
        }
    }
}

Synergy

  • [faction_upgrade_level](/wiki/trigger/faction_upgrade_level) — Detects the faction's current upgrade level, allowing different reward logic to trigger once initiative accumulates to a certain threshold, forming a complete chain of "points → upgrade → rewards".
  • [add_faction_influence_score](/wiki/effect/add_faction_influence_score) — Both belong to the faction value system and are often called simultaneously in the same event option, balancing both initiative and influence dimensions.
  • [faction_influence_ratio](/wiki/trigger/faction_influence_ratio) — Serves as a precondition to check this country's influence ratio within the faction, ensuring only dominant members qualify for initiative rewards, creating more rigorous logic.
  • [add_faction_goal](/wiki/effect/add_faction_goal) — Initiative points are typically designed alongside faction goals; use add_faction_initiative to provide incentives after completing objectives, forming positive feedback loops.

Common Pitfalls

  1. Calling within the scope of non-faction member countries: This effect acts on "the faction of the current country". If the country hasn't joined any faction when triggered (such as neutral nations), the script won't error but the points will be silently discarded and have no effect. Always use [faction_influence_rank](/wiki/trigger/faction_influence_rank) or similar conditions to confirm the country belongs to a faction first.
  2. Confusing with add_faction_influence_score: Despite their similar names, they operate on different faction value dimensions—initiative affects action points pool, while influence affects influence ranking. Incorrect substitution will cause expected faction behaviors to fail completely.