effect · add_political_power
Definition
- Supported scope:
COUNTRY - Supported target:
none
Description
add political power to country
add_political_powerCOUNTRYnoneadd political power to country
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。
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
}
}
[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。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。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 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.
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
}
}
[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.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.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.