Wiki

trigger · faction_power_projection

Definition

  • Supported scope:COUNTRY
  • Supported target:any

Description

Checks power value of current country's faction projection

### Examples

TAG = { faction_power_projection > VALUE }

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_power_projection 常用于派系竞争类 mod 中,判断当前国家所在派系的投射力量是否达到某一阈值,从而解锁特定决议、国策或事件选项。例如,当派系影响力足够强大时,才允许触发扩张性决策:

available = {
    faction_power_projection > 50
}

配合关系

  • [faction_influence_ratio](/wiki/trigger/faction_influence_ratio):与 faction_power_projection 联用,可同时从"绝对投射力量"和"相对影响比例"两个维度双重把关,避免小派系靠比例蒙混过关。
  • [faction_influence_score](/wiki/trigger/faction_influence_score):两者语义接近但衡量维度不同,常并列写在同一 AND 块中以精确筛选派系实力。
  • [add_faction_power_projection](/wiki/effect/add_faction_power_projection):对应的 effect,用于在事件或决议中直接修改派系投射值,与该 trigger 形成"判断→奖励/惩罚"的完整闭环。
  • [faction_goal_fulfillment](/wiki/trigger/faction_goal_fulfillment):派系目标完成度常与派系投射力量同步增长,联用可构建"派系发展阶段"的多层条件门槛。

常见坑

  1. 比较运算符写法混淆:HOI4 脚本中数值比较须写成 faction_power_projection > VALUE 的内联形式,而非嵌套 value = / compare = 结构;新手容易照搬其他 trigger 的语法导致解析错误。
  2. scope 未对齐:该 trigger 只在 COUNTRY scope 下有效,若在 STATECHARACTER scope 内调用(如写在 any_owned_statelimit 块里),游戏会静默忽略或报错,需确保外层 scope 确为国家。

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

faction_power_projection is commonly used in faction competition mods to determine whether the current nation's faction has reached a certain power projection threshold, thereby unlocking specific decisions, focuses, or event options. For example, expansionist actions are only allowed when the faction's influence is sufficiently strong:

available = {
    faction_power_projection > 50
}

Synergy

  • [faction_influence_ratio](/wiki/trigger/faction_influence_ratio): Used together with faction_power_projection, it allows dual filtering from both "absolute projection power" and "relative influence ratio" dimensions, preventing minor factions from exploiting ratio mechanics.
  • [faction_influence_score](/wiki/trigger/faction_influence_score): Semantically similar but measures different dimensions; commonly written in parallel within the same AND block for precise faction strength filtering.
  • [add_faction_power_projection](/wiki/effect/add_faction_power_projection): The corresponding effect used to directly modify faction projection values in events or decisions, forming a complete "check → reward/penalty" loop with this trigger.
  • [faction_goal_fulfillment](/wiki/trigger/faction_goal_fulfillment): Faction goal completion typically grows in sync with faction power projection; using them together constructs multi-layered condition thresholds for "faction development stages".

Common Pitfalls

  1. Comparison operator syntax confusion: Numerical comparisons in HOI4 scripts must be written in inline form as faction_power_projection > VALUE rather than nested value = / compare = structures; beginners often copy syntax from other triggers, causing parsing errors.
  2. Scope misalignment: This trigger is only valid under COUNTRY scope. If invoked within STATE or CHARACTER scope (such as in a limit block within any_owned_state), the game will silently ignore it or throw an error. Always ensure the outer scope is a country scope.