effect · add_political_power
Definition
- Supported scope:
COUNTRY - Supported target:
none
Description
add political power to country
add_political_powerCOUNTRYnoneadd political power to country
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.
add_political_power is the most direct means for a nation to gain or lose political power points, commonly appearing in focus tree completion rewards, decision costs, event options, and similar scenarios. For example, in a diplomatic event, granting or deducting political power can represent the cost of a decision:
country_event = {
id = my_mod.1
option = {
name = my_mod.1.a
# Sign treaty, costs political capital
add_political_power = -25
}
option = {
name = my_mod.1.b
# Reject treaty, gain domestic support
add_political_power = 15
add_stability = 0.05
}
}
[add_stability](/wiki/effect/add_stability): Stability and political power typically shift in sync, reflecting overall changes in domestic politics. Pairing as reward and penalty, or stacking in the same direction, is very common.[add_war_support](/wiki/effect/add_war_support): War support changes (such as declaring war or diplomatic victories) often impact political power simultaneously, with both describing shifts in public sentiment.[add_popularity](/wiki/effect/add_popularity): When adjusting ideology support rates, pairing with political power rewards or penalties is standard practice to reflect the real cost of factional struggle.[has_country_flag](/wiki/trigger/has_country_flag): Using flags in conditional checks to distinguish different narrative branches, then dispensing varying amounts of political power accordingly, is the standard pattern for event chain management.add_political_power with a negative number deducts points. Beginners sometimes write add_political_power = -100 intending to penalize the AI but forget to place it in the correct scope, causing the effect to apply to the wrong nation (e.g., accidentally placed inside an every_other_country loop). Always confirm that the current execution scope is the intended target nation.add_scaled_political_power: add_scaled_political_power scales by internal game coefficients, while this command adds or subtracts fixed values. If your design intent is "grant flexibly based on difficulty/game progression" but you mistakenly use the fixed-value version, early and late game balance will suffer dramatically. Clearly distinguish between the two based on your design intent.