CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect

accept_faith_conversion_add_clan_unity_effect

accept_faith_conversion_add_clan_unity_effect = yes

game/common/scripted_effects/00_unity_effects.txt, line 125 (39 lines). No parameters.

accept_faith_conversion_add_clan_unity_effect is a scripted effect in Crusader Kings III, written at line 125 of its file. It takes no parameters: accept_faith_conversion_add_clan_unity_effect = yes. The game's script calls it in 6 places, among them Compel Conversion (interaction), Demand Conversion (interaction) and Demand Conversion (interaction). Patch 1.20.1.2, from game/common/scripted_effects/00_unity_effects.txt.

What it does

• the game's own tooltip text · ◦ our reading of the script line · code the script where neither exists

“They” is whatever it runs on (the scope it is called in). The scripted triggers and effects it calls link to their own pages; $PARAMETERS$ stay as written: each call fills them in.

The script as written (39 lines of game script)
accept_faith_conversion_add_clan_unity_effect = {
	# If we are clan, we want to affect unity when converting another house member to our faith...
	if = { # But you only gain unity if you are converting a member TO the house's primary faith
		limit = {
			exists = scope:puppet_or_actor.house
			scope:puppet_or_actor.house = {
				any_house_member = {
					percent >= 0.6
					faith = scope:puppet_or_actor.faith
				}
			}
		}
		add_clan_unity_interaction_effect = {
			CHARACTER = scope:puppet_or_actor
			TARGET = scope:recipient
			VALUE = minor_unity_gain
			DESC = clan_unity_conversion_accepted.desc
			REVERSE_NON_HOUSE_TARGET = no
		}
	}
	else_if = { # If you are converting them AWAY from the primary faith, lose unity
		limit = {
			exists = scope:puppet_or_actor.house
			scope:puppet_or_actor.house = {
				any_house_member = {
					percent >= 0.6
					faith = scope:recipient.faith
				}
			}
		}
		add_clan_unity_interaction_effect = {
			CHARACTER = scope:puppet_or_actor
			TARGET = scope:recipient
			VALUE = medium_unity_loss
			DESC = clan_unity_conversion_accepted.desc
			REVERSE_NON_HOUSE_TARGET = no
		}
	}
}

As written in game/common/scripted_effects/00_unity_effects.txt.

Where it is used

Every place in common/, events/ and history/ that calls accept_faith_conversion_add_clan_unity_effect.

Source: game/common/scripted_effects/00_unity_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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