CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · Roads to Power files

add_influence_attacker_defeat_effect

add_influence_attacker_defeat_effect = yes

game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt, line 3891 (8 lines). No parameters.

add_influence_attacker_defeat_effect is a scripted effect in Crusader Kings III, in the Roads to Power files, written at line 3891 of its file. It takes no parameters: add_influence_attacker_defeat_effect = yes. The game's script calls it in 15 places, among them … China's Grand Campaign (casus belli), Claim (casus belli) and County Conquest (casus belli). Patch 1.20.1.2, from game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.

What it does

  • scope:defender › If government uses Influence: Influence +60

• 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 (8 lines of game script)
add_influence_attacker_defeat_effect = {
	scope:defender = {
		if = {
			limit = { government_has_flag = government_has_influence }
			change_influence = medium_influence_gain
		}
	}
}

As written in game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.

Where it is used

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

Source: game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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