Wiki

effect · add_scaled_political_power

Definition

  • Supported scope:COUNTRY
  • Supported target:none

Description

add political power to country scaled by the difference in IC between the receiver and another 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_scaled_political_power 常用于外交或经济相关的 mod 场景,例如当一个大国援助小国时,援助的政治影响力会根据双方工业产能差距自动缩放,避免硬编码固定数值带来的不平衡感。适合用在事件、决议或国策完成后的奖励块中,让效果随游戏进展动态变化。

# 示例:大国援助小国时给予政治权力(按双方 IC 差距缩放)
country_event = {
    id = my_mod.1
    option = {
        name = my_mod.1.a
        add_scaled_political_power = {
            value = 50
            # 以某一目标国的工业产能为参照基准进行缩放
            reference = FROM
        }
    }
}

配合关系

  • [add_political_power](/wiki/effect/add_political_power):当缩放后的结果不满足需求时,可叠加一个固定值补偿,确保接收国至少获得最低量的政治权力。
  • [add_stability](/wiki/effect/add_stability):工业落后国家援助场景中,政治权力与稳定度往往同步给予,共同体现"强国扶持"的效果。
  • [has_country_flag](/wiki/trigger/has_country_flag):用于条件判断,确保该缩放奖励只在特定外交阶段或援助协议达成后触发,避免重复发放。
  • [add_relation_modifier](/wiki/effect/add_relation_modifier):缩放政治权力发放的同时附加关系修正,让外交援助行为在数值和关系层面都有体现。

常见坑

  1. 忽视"参照国"选择:缩放倍率取决于两国 IC 差距,若参照国选择不当(例如误用 ROOT 与自身比较),差值为零会导致最终效果也归零,看起来命令没有生效,实则是逻辑错误。
  2. add_political_power 混用时期望值计算错误:新手常以为两者叠加后的总量是线性可预测的,但缩放结果因游戏进程(双方 IC 实时变化)而浮动,不能在策划表里当固定数值来设计奖励梯度。

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_scaled_political_power is commonly used in diplomacy or economy-related mod scenarios. For example, when a major power aids a minor nation, the political influence granted scales automatically based on the industrial capacity gap between the two countries, avoiding the balance issues that come with hardcoded fixed values. It works well in reward blocks after events, decisions, or focus tree completions, allowing effects to change dynamically as the game progresses.

# Example: Major power grants political power to minor nation (scaled by IC gap between both sides)
country_event = {
    id = my_mod.1
    option = {
        name = my_mod.1.a
        add_scaled_political_power = {
            value = 50
            # Use a target nation's industrial capacity as the reference baseline for scaling
            reference = FROM
        }
    }
}

Synergy

  • [add_political_power](/wiki/effect/add_political_power): When the scaled result doesn't meet your requirements, stack a fixed value on top to compensate, ensuring the recipient gains at least a minimum amount of political power.
  • [add_stability](/wiki/effect/add_stability): In scenarios involving aid to industrially backward nations, political power and stability are often granted together to reflect the "great power support" effect.
  • [has_country_flag](/wiki/trigger/has_country_flag): Use for conditional checks to ensure the scaled reward only triggers during specific diplomatic phases or after an aid agreement is reached, preventing duplicate grants.
  • [add_relation_modifier](/wiki/effect/add_relation_modifier): Attach relation modifiers alongside the scaled political power grant, so diplomatic aid is represented both in numerical terms and in the relationship layer.

Common Pitfalls

  1. Overlooking reference nation selection: The scaling multiplier depends on the IC gap between the two nations. If the reference nation is chosen incorrectly (for example, mistakenly using ROOT for self-comparison), a zero difference will cause the final effect to be zero as well, making it appear the command had no effect when in fact it's a logic error.
  2. Miscalculating expected values when mixing with add_political_power: Beginners often assume the total from stacking both is linearly predictable, but the scaled result fluctuates based on game progression (both nations' IC changes in real-time) and cannot be treated as a fixed value in design spreadsheets when planning reward tiers.