Wiki

trigger · political_power_growth

Definition

  • Supported scope:COUNTRY
  • Supported target:THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

Description

Check the value of political power daily growth.Exacmple: political_power_growth > 0

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_growth 常用于判断一国每日政治点数增速是否达到门槛,从而解锁特定决议、事件选项或国策分支——例如只有在政治点数增长健康的情况下才允许玩家发动某项大规模改革。也可用于 AI 策略限制,防止 AI 在政治点数捉襟见肘时仍强行触发高消耗事件链。

# 只有当国家每日政治点数增长大于 0.5 时,才允许激活该决议
available = {
    political_power_growth > 0.5
}

配合关系

  • [command_power_daily](/wiki/trigger/command_power_daily):两者都属于"每日资源增速"类 trigger,常并列写在同一 available 块中,同时把关政治与指挥力两条资源线,避免玩家在双线匮乏时仍能触发高代价决策。
  • [add_political_power](/wiki/effect/add_political_power):当增速 trigger 检测到增速偏低时,可在事件效果中用此 effect 给予一次性补偿,形成"增速不足 → 一次性补贴"的设计闭环。
  • [add_dynamic_modifier](/wiki/effect/add_dynamic_modifier):若增速满足条件则叠加一个动态修饰符进一步强化增速,实现"强者愈强"的正反馈循环设计。
  • [has_country_flag](/wiki/trigger/has_country_flag):与国旗联用,防止同一增速奖励在同一局内被重复触发,常见于限次事件链。

常见坑

  1. 混淆增速与存量:新手容易把 political_power_growth(每日增量)和 has_political_power(当前存量)搞混,导致本想限制"每日产出不足"的条件实际变成了限制"当前余量不足",两者逻辑完全不同,务必根据设计意图选择正确的 trigger。
  2. 阈值设置忽略修饰符叠加:游戏中顾问、国策、法律等都会叠加增速加成,硬编码一个偏高的阈值(如 > 3)可能导致该条件在绝大多数游戏情境下永远无法满足,建议先在游戏内实测各典型国家的实际增速区间再定阈值。

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_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

  1. 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.
  2. 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.