Wiki

effect · set_power_balance

Definition

  • Supported scope:COUNTRY
  • Supported target:none

Description

sets active power balance for country or sets parameters of the already active power balance

Example:
set_power_balance = {
	id = power_balance_id
	left_side = left_side_id
	right_side = right_side_id
	set_default = yes/no # default = no
	set_value = 0.5 # if used, will set the new value of the power balance
}

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

set_power_balance is commonly used in mods featuring power struggle mechanics. It dynamically switches the active power balance for a nation after completing a focus or triggering an event, or forces the balance value to a specific side to reflect narrative progression. Typical scenarios include pushing the balance toward a faction upon civil war outbreak, or rebinding left and right faction IDs after completing a coalition government focus chain.

# After a nation completes a focus, activate a new power balance and set the initial value to lean left
complete_national_focus = POL_grand_coalition
immediate = {
    set_power_balance = {
        id = pol_coalition_balance
        left_side  = reformist_bloc
        right_side = conservative_bloc
        set_default = yes
        set_value = -0.3
    }
}

Synergy

  • [has_any_power_balance](/wiki/trigger/has_any_power_balance) — Use this trigger before executing set_power_balance to check whether the balance is already active for the nation, avoiding logic errors from writing parameters to an inactive balance.
  • [add_dynamic_modifier](/wiki/effect/add_dynamic_modifier) — Power balances typically work in tandem with dynamic modifiers to drive numerical effects. Mount the corresponding dynamic_modifier in the same block as the balance activation to ensure visual and logical consistency.
  • [add_ideas](/wiki/effect/add_ideas) — After activating a balance, it is usually necessary to grant an idea representing the initial ideological stance simultaneously, with both combining to describe the starting state of factional power distribution.
  • [country_event](/wiki/effect/country_event) — After the balance value is forcibly shifted, an event often needs to be triggered immediately to explain the background to the player, using country_event to bridge the narrative.

Common Pitfalls

  1. Forgetting to declare the id in the power_balance definition file first: set_power_balance can only operate on balances already defined in common/power_balance/. If the id spelling does not match the definition file, the game will not produce an obvious error, but the balance will silently fail—a trap that newcomers frequently overlook.
  2. Setting set_value directly on a nation where the balance is not yet active: If a nation has never activated this balance through any means, writing set_value alone will not automatically activate it. You must first ensure the balance is activated (or initialize it with set_default = yes in the same block), then write the value; otherwise the setting will be discarded.