Wiki

effect · add_faction_power_projection

Definition

  • Supported scope:COUNTRY
  • Supported target:none

Description

Adds power projection to the faction
	
	### Examples
	```
	TAG = {
		add_faction_power_projection = 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

add_faction_power_projection 常用于派系玩法 mod 中,当玩家或 AI 完成某个国策、决议或事件后,给所在派系增加影响力投射值,从而推动派系排名或解锁特定派系目标。例如,当一个大国完成战略扩张事件时,奖励其派系一定量的力量投射:

country_event = {
    id = my_mod.10
    option = {
        name = my_mod.10.a
        add_faction_power_projection = 50
        add_political_power = 25
    }
}

配合关系

  • [faction_power_projection](/wiki/trigger/faction_power_projection):用于在给予力量投射前后做数值检查,例如判断派系是否已达到某一阈值再触发额外奖励。
  • [faction_influence_rank](/wiki/trigger/faction_influence_rank):与力量投射结合,用于判断当前国家在派系内的相对地位,决定是否需要继续堆叠投射值。
  • [add_faction_influence_score](/wiki/effect/add_faction_influence_score):两者常同时写在同一 option 块中,分别从不同维度提升派系的影响力表现。
  • [add_faction_goal](/wiki/effect/add_faction_goal):力量投射增加后往往同步推进派系目标进度,两者联动构成完整的派系成长逻辑。

常见坑

  1. scope 写错:该 effect 必须在 COUNTRY scope 下执行,如果误写在 STATE 或其他 scope 内,脚本会静默失败或报错,新手常在 every_owned_state 等 state scope 块内误用此命令。
  2. 未加入任何派系时无效:若执行该 effect 的国家当前不属于任何派系,效果不会产生任何实际作用,建议搭配 [faction_influence_rank](/wiki/trigger/faction_influence_rank) 或先确认国家已在派系中再调用,避免浪费触发机会。

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_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

  1. 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.
  2. 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.