Wiki

effect · add_political_power

Definition

  • Supported scope:COUNTRY
  • Supported target:none

Description

add political power to country

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_political_power 是国家获得/失去政治点数最直接的手段,常见于国策完成奖励、决议代价、事件选项等场景。例如在某个外交事件中给予或扣除政治点数来体现决策成本:

country_event = {
    id = my_mod.1
    option = {
        name = my_mod.1.a
        # 签署条约,耗费政治资本
        add_political_power = -25
    }
    option = {
        name = my_mod.1.b
        # 拒绝条约,获得国内支持
        add_political_power = 15
        add_stability = 0.05
    }
}

配合关系

  • [add_stability](/wiki/effect/add_stability):稳定度与政治点数通常同步变动,表示国内政治局势的整体变化,一奖一罚或同向叠加都很常见。
  • [add_war_support](/wiki/effect/add_war_support):战争支持度变化场景(如宣战、外交胜利)往往同时影响政治点数,两者共同描述国民情绪的改变。
  • [add_popularity](/wiki/effect/add_popularity):调整意识形态支持率时,常搭配政治点数奖惩来体现派系博弈的现实代价。
  • [has_country_flag](/wiki/trigger/has_country_flag):在条件判断中用 flag 区分不同剧情分支,再针对性地给予不同数量的政治点数,是事件链管理的标准模式。

常见坑

  1. 正负值混淆方向add_political_power 填负数即为扣除,新手有时单独写 add_political_power = -100 想惩罚 AI 却忘记放在正确的 scope 下,导致效果作用到错误国家(例如误放在 every_other_country 的循环内),应时刻确认当前执行 scope 是否为预期的目标国。
  2. add_scaled_political_power 的混用add_scaled_political_power 会按游戏内部系数缩放,而本命令直接加减固定值;若追求"按难度/游戏进程弹性给予"的设计却误用了固定值版本,早期和晚期表现会严重失衡,需根据设计意图明确区分两者。

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_political_power is the most direct means for a nation to gain or lose political power points, commonly appearing in focus tree completion rewards, decision costs, event options, and similar scenarios. For example, in a diplomatic event, granting or deducting political power can represent the cost of a decision:

country_event = {
    id = my_mod.1
    option = {
        name = my_mod.1.a
        # Sign treaty, costs political capital
        add_political_power = -25
    }
    option = {
        name = my_mod.1.b
        # Reject treaty, gain domestic support
        add_political_power = 15
        add_stability = 0.05
    }
}

Synergy

  • [add_stability](/wiki/effect/add_stability): Stability and political power typically shift in sync, reflecting overall changes in domestic politics. Pairing as reward and penalty, or stacking in the same direction, is very common.
  • [add_war_support](/wiki/effect/add_war_support): War support changes (such as declaring war or diplomatic victories) often impact political power simultaneously, with both describing shifts in public sentiment.
  • [add_popularity](/wiki/effect/add_popularity): When adjusting ideology support rates, pairing with political power rewards or penalties is standard practice to reflect the real cost of factional struggle.
  • [has_country_flag](/wiki/trigger/has_country_flag): Using flags in conditional checks to distinguish different narrative branches, then dispensing varying amounts of political power accordingly, is the standard pattern for event chain management.

Common Pitfalls

  1. Confusion between positive and negative values: add_political_power with a negative number deducts points. Beginners sometimes write add_political_power = -100 intending to penalize the AI but forget to place it in the correct scope, causing the effect to apply to the wrong nation (e.g., accidentally placed inside an every_other_country loop). Always confirm that the current execution scope is the intended target nation.
  2. Mixing with add_scaled_political_power: add_scaled_political_power scales by internal game coefficients, while this command adds or subtracts fixed values. If your design intent is "grant flexibly based on difficulty/game progression" but you mistakenly use the fixed-value version, early and late game balance will suffer dramatically. Clearly distinguish between the two based on your design intent.