Hands-On Usage
set_major is commonly used in historical events or national focus scripts to forcibly elevate countries with insufficient industry to major power status, allowing minor nations like Denmark or the Netherlands to gain diplomatic weight and AI attention after specific event triggers. Typical use cases appear in "alternate history" mods where the scenario design requires a nation to play a key great power role.
# Force the Netherlands to major power status upon focus completion
complete_national_focus = {
focus = HOL_great_power_resurgence
effect = {
HOL = {
set_major = yes
add_political_power = 150
}
}
}
Synergy
[add_ideas](/wiki/effect/add_ideas): Upon becoming a major power, typically grant exclusive national spirits simultaneously to reinforce the numerical representation of great power status.
[add_named_threat](/wiki/effect/add_named_threat): A rising great power usually brings increased global tension; using both together simulates the international community's pressure response.
[has_country_flag](/wiki/trigger/has_country_flag): Check whether set_major has already been triggered via events to prevent duplicate execution or enable subsequent branching logic.
[create_faction](/wiki/effect/create_faction): After becoming a forced major power, a nation gains the ability to establish factions; this combination is common in the core trigger chains of "minor power ascendance" scenarios.
Common Pitfalls
- Mistaking the effect as reversible:
set_major = yes sets a "forced major power" flag; there is currently no corresponding set_major = no to directly revoke this status. Once applied, the state must be handled indirectly through other mechanisms (such as clr_country_flag paired with custom logic)—it cannot be simply negated.
- Overlooking scope restrictions: This effect must execute within a
COUNTRY scope. If placed directly inside a state or unit_leader block, it will silently fail without error messages, making debugging difficult. Always verify that the outer scope is a country.