Wiki

effect · set_major

Definition

  • Supported scope:COUNTRY
  • Supported target:none

Description

Sets mandatory major country flag. A country can still become a major if their industry is strong enough and they are not a subject.
Example:
DEN = { set_major = yes }

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_major 常用于历史事件或国策脚本中,将原本工业不足以自动成为主要国家的国家强制提升为大国地位,例如让丹麦、荷兰等小国在特定事件触发后获得主要国家的外交权重与 AI 关注度。典型场景是在"另一个历史"类 mod 中,剧本设计需要某国扮演关键大国角色时使用。

# 在国策完成时将荷兰设为强制主要国家
complete_national_focus = {
    focus = HOL_great_power_resurgence
    effect = {
        HOL = {
            set_major = yes
            add_political_power = 150
        }
    }
}

配合关系

  • [add_ideas](/wiki/effect/add_ideas):成为主要国家后通常同步赋予专属国家精神,强化大国身份的数值表现。
  • [add_named_threat](/wiki/effect/add_named_threat):大国崛起往往伴随全球紧张度上升,配合使用可模拟国际社会的压力反应。
  • [has_country_flag](/wiki/trigger/has_country_flag):用于检查是否已通过事件触发过 set_major,避免重复执行或进行后续分支判断。
  • [create_faction](/wiki/effect/create_faction):成为强制主要国家后有能力建立阵营,两者组合常见于"小国崛起"剧本的核心触发链。

常见坑

  1. 误以为效果可逆set_major = yes 设置的是"强制主要国"标记,目前没有对应的 set_major = no 能直接撤销该状态,一旦写入需通过其他机制(如 clr_country_flag 配合自定义逻辑)间接处理,不可简单取反。
  2. 忽略 scope 限制:该 effect 必须在 COUNTRY scope 下执行,若直接写在 stateunit_leader 块内会静默失败且不报错,调试时难以发现,务必确认外层 scope 是国家。

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_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

  1. 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.
  2. 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.