effect · set_political_party
Definition
- Supported scope:
COUNTRY - Supported target:
none
Description
set popularity of a political party
Example:
set_political_party = {
ideology = neutrality
popularity = 50
}
set_political_partyCOUNTRYnoneset popularity of a political party
Example:
set_political_party = {
ideology = neutrality
popularity = 50
}
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。
set_political_party 常见于国策树、事件或决议完成后强制调整本国某意识形态政党的支持率,例如塑造"政治转型"剧情——让民主党派支持率骤降、极端派系崛起。也可配合内战事件使用,在特定时间点将某党派固定到预设数值以确保 AI 行为可预测。
# 某国家事件:军事政变成功,中立主义急剧上升
country_event = {
id = my_mod.5
option = {
name = my_mod.5.a
set_political_party = {
ideology = neutrality
popularity = 60
}
set_political_party = {
ideology = democratic
popularity = 10
}
}
}
[add_popularity](/wiki/effect/add_popularity):set_political_party 是直接赋值,add_popularity 是增量调整,两者配合可先归零再精确叠加,适合复杂政治重分配场景。[add_ideas](/wiki/effect/add_ideas):政党支持率改变后通常需要同步替换执政党理念(idea),避免执政意识形态与实际支持率脱节。[has_country_leader_ideology](/wiki/trigger/has_country_leader_ideology):在触发器中检测当前领袖意识形态,判断是否需要调用 set_political_party 来匹配剧情逻辑,防止在错误的执政状态下触发效果。[create_country_leader](/wiki/effect/create_country_leader):当支持率变化足够大,需要更换领导人时,常在同一 option 块中配合使用,实现完整的政权更替效果。set_political_party 仅修改支持率数值,并不会自动切换执政党或领袖意识形态。若需要真正"夺权",还须额外使用 create_country_leader 或相关 focus 机制驱动执政党切换。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.
set_political_party is commonly used in focus trees, events, or decisions to forcibly adjust support for a particular ideology's party in your country. It's essential for crafting "political transition" narratives—such as causing democratic party support to plummet while extremist factions rise. You can also use it alongside civil war events, locking a specific party to a preset value at a critical moment to ensure predictable AI behavior.
# A certain country's event: military coup succeeds, neutrality surges dramatically
country_event = {
id = my_mod.5
option = {
name = my_mod.5.a
set_political_party = {
ideology = neutrality
popularity = 60
}
set_political_party = {
ideology = democratic
popularity = 10
}
}
}
[add_popularity](/wiki/effect/add_popularity): set_political_party performs direct assignment, while add_popularity applies incremental adjustments. Used together, you can reset to zero then stack changes precisely—ideal for complex political redistribution scenarios.[add_ideas](/wiki/effect/add_ideas): When party support shifts, you typically need to synchronize the ruling party's ideas (idea) to prevent the governing ideology from drifting out of sync with actual support levels.[has_country_leader_ideology](/wiki/trigger/has_country_leader_ideology): Check the current leader's ideology in triggers to determine whether set_political_party should be called to match your narrative logic, preventing the effect from firing under the wrong governing state.[create_country_leader](/wiki/effect/create_country_leader): When support swings are large enough to warrant a leadership change, commonly paired in the same option block to achieve a complete regime change effect.set_political_party only modifies support values; it does not automatically switch the ruling party or leader ideology. To truly "seize power," you must additionally use create_country_leader or relevant focus mechanics to drive the shift in ruling party.