Wiki

effect · set_faction_manifest

Definition

  • Supported scope:COUNTRY
  • Supported target:none

Description

Changes current country's faction manifest, the previous manifest is removed.

### Examples

TAG = { set_faction_manifest = faction_goal_id }

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

set_faction_manifest 用于在 mod 中动态切换国家所属派系的「宣言目标」,常见于剧本事件触发后让某个大国切换派系战略方向,例如内战结束后重新确立意识形态阵营目标。注意每次调用会移除旧宣言并替换为新的,适合在 option 块或 hidden_effect 中配合外交事件使用。

# 某国通过焦点完成后切换派系宣言
focus = {
    id = GER_new_order
    ...
    completion_reward = {
        GER = {
            set_faction_manifest = faction_goal_new_order
        }
    }
}

配合关系

  • [add_faction_goal](/wiki/effect/add_faction_goal):设置宣言后,通常需要同步为派系添加具体目标槽,宣言与目标协同才能驱动 AI 行为。
  • [add_faction_goal_slot](/wiki/effect/add_faction_goal_slot):为新宣言开启更多目标槽位,配合使用以避免派系目标容量不足。
  • [faction_manifest_fulfillment](/wiki/trigger/faction_manifest_fulfillment):检查当前宣言的完成度,可在事件或决策条件中判断是否已到再次切换宣言的时机。
  • [has_completed_faction_goal](/wiki/trigger/has_completed_faction_goal):验证旧宣言下的目标是否已完成,确保切换宣言的时机逻辑合理。

常见坑

  1. 直接用在非 COUNTRY scope 下:该 effect 仅在国家 scope 中有效,若误写在 STATE 或 CHARACTER scope 内不会报错但静默失效,务必确认执行块的作用域。
  2. 未提前创建派系就切换宣言:若目标国家当前不属于任何派系,切换宣言可能不会生效或产生预期外行为,应先确认该国已通过 [create_faction](/wiki/effect/create_faction)[create_faction_from_template](/wiki/effect/create_faction_from_template) 建立了派系。

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

set_faction_manifest is used to dynamically switch a nation's faction "ideology goals" in mods, commonly employed when scripted events trigger a major power to shift its factional strategic direction—for example, reestablishing ideological bloc objectives after a civil war concludes. Note that each call removes the previous manifest and replaces it with the new one, making it suitable for use within option blocks or hidden_effect paired with diplomatic events.

# A nation switches its faction manifest after focus completion
focus = {
    id = GER_new_order
    ...
    completion_reward = {
        GER = {
            set_faction_manifest = faction_goal_new_order
        }
    }
}

Synergy

  • [add_faction_goal](/wiki/effect/add_faction_goal): After setting a manifest, typically you must synchronously add concrete objective slots to the faction; manifests and goals synergize to drive AI behavior.
  • [add_faction_goal_slot](/wiki/effect/add_faction_goal_slot): Opens additional objective slots for the new manifest, used together to prevent faction goal capacity shortages.
  • [faction_manifest_fulfillment](/wiki/trigger/faction_manifest_fulfillment): Checks the fulfillment progress of the current manifest, useful in event or decision conditions to determine whether it is time to switch manifests again.
  • [has_completed_faction_goal](/wiki/trigger/has_completed_faction_goal): Verifies whether goals under the old manifest have been completed, ensuring the timing logic for switching manifests is sound.

Common Pitfalls

  1. Using directly outside COUNTRY scope: This effect only works within nation scope; if mistakenly placed in STATE or CHARACTER scope it will not error but silently fail, so always confirm the scope of the execution block.
  2. Switching manifest without pre-creating a faction: If the target nation does not currently belong to any faction, switching the manifest may fail or produce unexpected behavior; ensure the nation has already established a faction via [create_faction](/wiki/effect/create_faction) or [create_faction_from_template](/wiki/effect/create_faction_from_template) first.