Hands-On Usage
political_power_growth is commonly used to check whether a nation's daily political power growth rate exceeds a threshold, thereby unlocking specific decisions, event options, or national focus branches—for example, allowing players to initiate a major reform only when political power growth is healthy. It can also be used for AI strategy restrictions, preventing the AI from triggering high-cost event chains when political power is depleted.
# Only allow activating this decision if the nation's daily political power growth exceeds 0.5
available = {
political_power_growth > 0.5
}
Synergy
[command_power_daily](/wiki/trigger/command_power_daily): Both belong to the "daily resource growth rate" trigger category and are commonly written in parallel within the same available block, simultaneously gating political power and command power resource lines to prevent players from triggering high-cost decisions when both resources are scarce.
[add_political_power](/wiki/effect/add_political_power): When the growth rate trigger detects low growth, this effect can be used in event consequences to provide a one-time compensation, forming a design feedback loop of "insufficient growth → one-time subsidy."
[add_dynamic_modifier](/wiki/effect/add_dynamic_modifier): If growth rate conditions are met, stack a dynamic modifier to further enhance growth rate, implementing a "rich get richer" positive feedback loop design.
[has_country_flag](/wiki/trigger/has_country_flag): Used in conjunction with country flags to prevent the same growth rate reward from being triggered repeatedly within a single game, commonly seen in limited-run event chains.
Common Pitfalls
- Confusing growth rate with stock: Beginners often confuse
political_power_growth (daily increment) with has_political_power (current stock), resulting in conditions intended to limit "insufficient daily output" actually limiting "insufficient current reserve" instead. The logic is entirely different—always select the correct trigger based on design intent.
- Threshold values ignoring modifier stacking: Advisors, national focuses, laws, and other elements in the game all apply growth rate bonuses. Hardcoding an excessively high threshold (such as
> 3) may make the condition impossible to satisfy in most game scenarios, so it's recommended to test actual growth rate ranges for typical nations in-game before setting the threshold.