Wiki

trigger · political_power_daily

Definition

  • Supported scope:COUNTRY
  • Supported target:none

Description

Checks if daily political power increase is more or less that specified value 
 political_power_daily > 1.5

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

political_power_daily 常用于判断国家的政治力量积累速度,例如在决策或国策的 available 块中限定只有每日政治力充足的国家才能激活某项重大决策,或在 AI 策略触发条件中区分"政治运作高效"与"政治瘫痪"两种状态。

# 示例:只有每日政治力积累足够高时,才允许触发该决策
available = {
    political_power_daily > 1.5
    NOT = { has_country_flag = policy_on_cooldown }
}

配合关系

  • [command_power_daily](/wiki/trigger/command_power_daily):两者都是检测"每日资源增量"的 trigger,在设计需要同时考察政治效率与军事指挥效率的条件时经常并列使用。
  • [add_political_power](/wiki/effect/add_political_power):当条件满足时给予额外政治力奖励,形成"高效政体获得正向反馈"的设计闭环。
  • [add_ideas](/wiki/effect/add_ideas):通过检测每日政治力阈值决定是否赋予某个理念(如高效官僚体制类 idea),使理念获取条件更加严格和动态。
  • [has_country_flag](/wiki/trigger/has_country_flag):配合标志位进行冷却控制,防止玩家在每日政治力条件满足时反复触发同一事件或决策。

常见坑

  1. 将其误用于效果块(effect)political_power_daily 是纯判断 trigger,不能放在 effect = { } 块里直接写,必须放在 triggerlimitavailableallowed 等条件块内,否则游戏会报解析错误。
  2. 混淆"每日增量"与"当前存量":该 trigger 检测的是每日增加量,而非当前积累的政治力总量;若想判断当前持有的政治力数值,应使用 political_power 而非 political_power_daily,两者语义完全不同,新手极易混用。

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

political_power_daily is commonly used to evaluate a nation's political power accumulation rate. For example, it can be used in the available block of decisions or focuses to restrict major decisions to only nations with sufficient daily political power generation, or in AI strategy triggers to distinguish between "efficient political operation" and "political paralysis" states.

# Example: Allow the decision to trigger only when daily political power accumulation is high enough
available = {
    political_power_daily > 1.5
    NOT = { has_country_flag = policy_on_cooldown }
}

Synergy

  • [command_power_daily](/wiki/trigger/command_power_daily): Both are triggers that detect "daily resource generation rates." They are frequently used together when designing conditions that need to assess both political efficiency and military command efficiency simultaneously.
  • [add_political_power](/wiki/effect/add_political_power): Grants additional political power when conditions are met, creating a "positive feedback loop for efficient governance" design pattern.
  • [add_ideas](/wiki/effect/add_ideas): Uses daily political power thresholds to determine whether to grant certain ideas (such as efficient bureaucracy-type ideas), making idea acquisition conditions more stringent and dynamic.
  • [has_country_flag](/wiki/trigger/has_country_flag): Combined with flag-based cooldown control to prevent players from repeatedly triggering the same event or decision when daily political power conditions are satisfied.

Common Pitfalls

  1. Misusing it in effect blocks: political_power_daily is a pure conditional trigger and cannot be placed directly in effect = { } blocks. It must be placed in conditional blocks such as trigger, limit, available, or allowed. Otherwise, the game will report a parsing error.
  2. Confusing "daily generation" with "current total": This trigger checks the daily increase amount, not the total accumulated political power currently held. If you want to judge the current political power value, use political_power instead of political_power_daily. The two have completely different semantics and are easily confused by new modders.