Wiki

trigger · faction_influence_score

Definition

  • Supported scope:COUNTRY
  • Supported target:any

Description

Checks influence value of current country in the faction

### Examples

TAG = { faction_influence_score > 100 }

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

faction_influence_score 常用于派系竞争类 mod 中,判断某国在派系内的影响力积分是否达到特定阈值,从而解锁专属决议、国策或触发事件。例如当一个小国积累了足够影响力后,才允许其挑战派系领导权或获取特殊奖励。

# 当当前国家在派系中影响力积分超过 200 时,才可使用该决议
available = {
    faction_influence_score > 200
}

配合关系

  • [faction_influence_rank](/wiki/trigger/faction_influence_rank):常与本 trigger 一起用于双重检验——既检查影响力的绝对积分值,又检查在派系内的相对排名,确保条件逻辑更精确。
  • [faction_influence_ratio](/wiki/trigger/faction_influence_ratio):用于同时限制影响力的比例与绝对值,防止在派系成员极少时因比例虚高而误触发。
  • [add_faction_influence_score](/wiki/effect/add_faction_influence_score):作为通过条件后的奖励 effect,与本 trigger 形成"达标 → 继续增益"的正向循环设计。
  • [add_faction_goal_slot](/wiki/effect/add_faction_goal_slot):当影响力积分足够高时,才赋予本国在派系内提案新目标的权限,是影响力系统的典型配套用法。

常见坑

  1. 忘记 scope 限定:本 trigger 只在 COUNTRY scope 下有效,若误写在 STATECHARACTER 等 scope 的条件块内,游戏不会报错但判断结果始终为假,导致条件永远无法满足,排查时极难发现。
  2. 混淆 score 与 ratiofaction_influence_score 比较的是派系影响力的绝对积分,而非百分比;新手常错误地填入 0.51.0 这类小数阈值(那是 faction_influence_ratio 的写法),导致条件判断逻辑完全错误。

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

faction_influence_score is commonly used in faction competition mods to determine whether a nation's influence score within a faction reaches a specific threshold, thereby unlocking exclusive decisions, focuses, or triggering events. For example, once a smaller nation accumulates sufficient influence, it may be permitted to challenge the faction's leadership or obtain special rewards.

# This decision is only available when the current nation's faction influence score exceeds 200
available = {
    faction_influence_score > 200
}

Synergy

  • [faction_influence_rank](/wiki/trigger/faction_influence_rank): Often used together with this trigger for dual verification—checking both the absolute score value of influence and the relative ranking within the faction, ensuring more precise conditional logic.
  • [faction_influence_ratio](/wiki/trigger/faction_influence_ratio): Used to simultaneously limit both the ratio and absolute value of influence, preventing false triggers when the ratio is artificially inflated due to very few faction members.
  • [add_faction_influence_score](/wiki/effect/add_faction_influence_score): Acts as a reward effect after conditions are met, forming a positive feedback loop design of "meet threshold → continue gaining benefits" with this trigger.
  • [add_faction_goal_slot](/wiki/effect/add_faction_goal_slot): When influence score is sufficiently high, grants this nation the permission to propose new objectives within the faction, representing a typical companion usage of the influence system.

Common Pitfalls

  1. Forgetting scope limitation: This trigger only functions under COUNTRY scope. If mistakenly written within conditional blocks of STATE or CHARACTER scopes, the game will not error but the evaluation will always return false, making the condition impossible to satisfy and extremely difficult to debug.
  2. Confusing score with ratio: faction_influence_score compares the absolute score of faction influence, not a percentage; beginners often incorrectly input decimal thresholds like 0.5 or 1.0 (which is the syntax for faction_influence_ratio), resulting in completely incorrect conditional logic.