Wiki

effect · add_faction_influence_ratio

Definition

  • Supported scope:COUNTRY
  • Supported target:none

Description

Adds influence to the country based on the given ratio of the faction's total influence

	### Examples
	```
	TAG = {
		add_faction_influence_ratio = 0.1
	}
	```

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

add_faction_influence_ratio is commonly used in faction system mod scenarios, such as granting proportional rewards based on the faction's total influence after a country completes a specific focus or decision, thereby avoiding numerical imbalance caused by hardcoded fixed values. It is particularly prevalent in "ideological competition" or "great power rivalry" mods, where it dynamically adjusts each country's influence over a specific faction.

# After completing a focus, increase this nation's influence ratio in the faction proportionally
focus = {
    id = strengthen_faction_ties
    ...
    completion_reward = {
        add_faction_influence_ratio = 0.15
    }
}

Synergy

  • [faction_influence_ratio](/wiki/trigger/faction_influence_ratio): Check the current influence ratio in conditional statements; pairing with add_faction_influence_ratio enables gating logic such as "only allow further growth upon reaching a certain ratio."
  • [faction_influence_rank](/wiki/trigger/faction_influence_rank): Check this nation's influence ranking within the faction; combined usage can trigger compensatory bonuses when ranking is low, preventing major powers from monopolizing influence.
  • [add_faction_influence_score](/wiki/effect/add_faction_influence_score): Both modify faction influence, but one by ratio and one by absolute value; hybrid usage provides fine-grained control at different stages.
  • [add_faction_power_projection](/wiki/effect/add_faction_power_projection): Increase power projection while boosting influence ratio, commonly seen in "rising power" event chains, where both effects reinforce the faction's standing.

Common Pitfalls

  1. Misunderstanding value ranges: The parameter is a ratio relative to the faction's total influence, not the ratio of the current nation's influence. Entering a large decimal directly (such as 1.0) will grant influence equivalent to the entire faction's total in a single instance, easily causing numerical explosions.
  2. Scope errors: This effect must execute under COUNTRY scope; if written inside a STATE scope's hidden_effect or every_owned_state block without switching back to country scope, the script will silently fail without error messages, making it easy to overlook during debugging.