Hands-On Usage
add_faction_power_projection is commonly used in faction-focused mods to grant power projection to a faction when a player or AI completes a focus, decision, or event. This mechanic drives faction ranking progression or unlocks specific faction objectives. For example, when a major power completes a strategic expansion event, reward its faction with a certain amount of power projection:
country_event = {
id = my_mod.10
option = {
name = my_mod.10.a
add_faction_power_projection = 50
add_political_power = 25
}
}
Synergy
[faction_power_projection](/wiki/trigger/faction_power_projection): Used to perform value checks before or after granting power projection, such as verifying whether a faction has reached a certain threshold before triggering additional rewards.
[faction_influence_rank](/wiki/trigger/faction_influence_rank): Combined with power projection to determine the current nation's relative standing within the faction, deciding whether further projection stacking is needed.
[add_faction_influence_score](/wiki/effect/add_faction_influence_score): Both are often written together in the same option block, enhancing faction influence performance from different dimensions.
[add_faction_goal](/wiki/effect/add_faction_goal): Power projection increases typically synchronize faction goal progress, with both mechanics working in tandem to form complete faction growth logic.
Common Pitfalls
- Incorrect scope: This effect must be executed under
COUNTRY scope. If mistakenly placed in STATE or other scopes, the script will silently fail or throw an error. Beginners often misuse this command within state scope blocks like every_owned_state.
- Ineffective when not in any faction: If the executing nation does not currently belong to any faction, this effect produces no actual result. It is recommended to pair it with
[faction_influence_rank](/wiki/trigger/faction_influence_rank) or confirm the nation is already in a faction before invoking it, avoiding wasted trigger opportunities.