effect · add_popularity
Definition
- Supported scope:
COUNTRY - Supported target:
none
Description
add popularity to an ideology in a country
Example:
add_popularity = {
ideology = neutrality
popularity = 0.05
}
add_popularityCOUNTRYnoneadd popularity to an ideology in a country
Example:
add_popularity = {
ideology = neutrality
popularity = 0.05
}
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_popularity 常用于国家焦点、事件或决议中动态调整国内意识形态格局,例如在政治路线焦点完成时提升特定意识形态的支持率,或在内战事件触发时削弱/强化某一派系的民意基础。
# 焦点完成后:向法西斯主义倾斜
add_popularity = {
ideology = fascism
popularity = 0.10
}
# 同时降低另一意识形态(用负值)
add_popularity = {
ideology = democratic
popularity = -0.05
}
[add_ideas](/wiki/effect/add_ideas) — 通常在调整意识形态流行度的同时,添加对应路线的政策顾问或国家精神,使政治转型效果更完整。[add_political_power](/wiki/effect/add_political_power) — 意识形态变化往往伴随政治资源的奖惩,两者组合模拟政治运动的代价与收益。[has_country_leader_ideology](/wiki/trigger/has_country_leader_ideology) — 在条件块中用于检测当前领袖所属意识形态,配合 add_popularity 实现"当领袖是法西斯时才推动该意识形态上升"的逻辑。[add_stability](/wiki/effect/add_stability) — 意识形态剧烈波动通常伴随社会动荡,与稳定度修改配合可增强叙事真实感。popularity 为相对变化量而非绝对值,且最终各意识形态之和会被游戏内部归一化;直接填写 1.0 并不会"锁死"为 100%,而且若超出范围可能导致显示异常,建议保持小幅渐进式调整。every_owned_state 内部)而不先用 OWNER 切换回国家 scope,脚本将静默失效,游戏不会报错但效果不生效。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_popularity is commonly used in national focuses, events, or decisions to dynamically adjust domestic ideology distribution. For example, it can increase support for a specific ideology upon focus completion, or weaken/strengthen a faction's public backing when a civil war event triggers.
# After focus completion: shift toward fascism
add_popularity = {
ideology = fascism
popularity = 0.10
}
# Simultaneously reduce another ideology (use negative value)
add_popularity = {
ideology = democratic
popularity = -0.05
}
[add_ideas](/wiki/effect/add_ideas) — Typically paired with ideology popularity adjustments to add corresponding policy advisors or national spirits aligned with the political shift, making the transition effect more complete.[add_political_power](/wiki/effect/add_political_power) — Ideology changes often come with political resource rewards or penalties; combining these two simulates the costs and benefits of political campaigns.[has_country_leader_ideology](/wiki/trigger/has_country_leader_ideology) — Used in condition blocks to check the current leader's ideology alignment, paired with add_popularity to implement logic like "only push this ideology up if the leader is fascist."[add_stability](/wiki/effect/add_stability) — Dramatic ideology swings typically accompany social unrest; combining with stability modifications enhances narrative immersion.popularity is a relative change, not an absolute value, and the game internally normalizes ideology sums. Setting 1.0 directly does not "lock" it at 100%; exceeding the range may cause display anomalies. Recommend incremental adjustments in small steps.every_owned_state) without first switching back to country scope via OWNER, the script silently fails—the game won't error but the effect won't apply.