CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · The Royal Court files

add_scaled_artifact_modifier_rulership_effect

add_scaled_artifact_modifier_rulership_effect = yes

game/common/scripted_effects/00_ep1_artifact_creation_effects.txt, line 5292 (565 lines). No parameters.

add_scaled_artifact_modifier_rulership_effect is a scripted effect in Crusader Kings III, in the The Royal Court files, written at line 5292 of its file. It takes no parameters: add_scaled_artifact_modifier_rulership_effect = yes. The game's script calls it in 20 places, among them Where All the World Gazes (event bp2_yearly.6070), dynasty_banner_improve_rarity_effect (local effect) and coronation_create_artifact_date_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_ep1_artifact_creation_effects.txt.

What it does

  • 1 of 15 things will happen:
    • 7% (base chance; changed in play):
      • If

        • rarity = common

        Then

        • 1 of 2 things will happen:
          • 67%:
            • add_artifact_modifier = artifact_vassal_limit_1_modifier
          • 33%:
            • add_artifact_modifier = artifact_vassal_limit_2_modifier

        Else if

        • rarity = masterwork

        Then

        • 1 of 2 things will happen:
          • 67%:
            • add_artifact_modifier = artifact_vassal_limit_3_modifier
          • 33%:
            • add_artifact_modifier = artifact_vassal_limit_4_modifier

        Else if

        • rarity = famed

        Then

        • 1 of 2 things will happen:
          • 67%:
            • add_artifact_modifier = artifact_vassal_limit_5_modifier
          • 33%:
            • add_artifact_modifier = artifact_vassal_limit_6_modifier

        Else if

        • rarity = illustrious

        Then

        • 1 of 2 things will happen:
          • 67%:
            • add_artifact_modifier = artifact_vassal_limit_7_modifier
          • 33%:
            • add_artifact_modifier = artifact_vassal_limit_8_modifier
    • 7% (base chance; changed in play):
      • If

        • rarity = common

        Then

        • 1 of 2 things will happen:
          • 67%:
            • add_artifact_modifier = artifact_powerful_vassal_opinion_1_modifier
          • 33%:
            • add_artifact_modifier = artifact_powerful_vassal_opinion_2_modifier

        Else if

        • rarity = masterwork

        Then

        • 1 of 2 things will happen:
          • 67%:
            • add_artifact_modifier = artifact_powerful_vassal_opinion_3_modifier
          • 33%:
            • add_artifact_modifier = artifact_powerful_vassal_opinion_4_modifier

        Else if

        • rarity = famed

        Then

        • 1 of 2 things will happen:
          • 67%:
            • add_artifact_modifier = artifact_powerful_vassal_opinion_5_modifier
          • 33%:
            • add_artifact_modifier = artifact_powerful_vassal_opinion_6_modifier

        Else if

        • rarity = illustrious

        Then

        • 1 of 2 things will happen:
          • 67%:
            • add_artifact_modifier = artifact_powerful_vassal_opinion_7_modifier
          • 33%:
            • add_artifact_modifier = artifact_powerful_vassal_opinion_8_modifier
    • 7% (base chance; changed in play):
      • If

        • rarity = common

        Then

        • add_artifact_modifier = artifact_courtly_vassal_opinion_1_modifier

        Else if

        • rarity = masterwork

        Then

        • add_artifact_modifier = artifact_courtly_vassal_opinion_2_modifier

        Else if

        • rarity = famed

        Then

        • add_artifact_modifier = artifact_courtly_vassal_opinion_3_modifier

        Else if

        • rarity = illustrious

        Then

        • add_artifact_modifier = artifact_courtly_vassal_opinion_4_modifier
    • 7% (base chance; changed in play):
      • If

        • rarity = common

        Then

        • add_artifact_modifier = artifact_parochial_vassal_opinion_1_modifier

        Else if

        • rarity = masterwork

        Then

        • add_artifact_modifier = artifact_parochial_vassal_opinion_2_modifier

        Else if

        • rarity = famed

        Then

        • add_artifact_modifier = artifact_parochial_vassal_opinion_3_modifier

        Else if

        • rarity = illustrious

        Then

        • add_artifact_modifier = artifact_parochial_vassal_opinion_4_modifier
    • 7% (base chance; changed in play):
      • If

        • rarity = common

        Then

        • add_artifact_modifier = artifact_belligerent_vassal_opinion_1_modifier

        Else if

        • rarity = masterwork

        Then

        • add_artifact_modifier = artifact_belligerent_vassal_opinion_2_modifier

        Else if

        • rarity = famed

        Then

        • add_artifact_modifier = artifact_belligerent_vassal_opinion_3_modifier

        Else if

        • rarity = illustrious

        Then

        • add_artifact_modifier = artifact_belligerent_vassal_opinion_4_modifier
    • 7% (base chance; changed in play):
      • If all of these hold:
        • … (more in the script below)
      • … (more in the script below)
    • … (more in the script below)

• 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 (120 lines of game script)
add_scaled_artifact_modifier_rulership_effect = {
	random_list = {
		# Vassal Limit
		20 = {
			modifier = {
				exists = scope:inspiration_owner
				scope:inspiration_owner = { has_variable = chosen_vassals_mod }
				add = 160
			}
			if = {
				limit = { rarity = common }
				random_list = {
					20 = {
						add_artifact_modifier = artifact_vassal_limit_1_modifier
					}
					10 = {
						add_artifact_modifier = artifact_vassal_limit_2_modifier
					}
				}
			}
			else_if = {
				limit = { rarity = masterwork }
				random_list = {
					20 = {
						add_artifact_modifier = artifact_vassal_limit_3_modifier
					}
					10 = {
						add_artifact_modifier = artifact_vassal_limit_4_modifier
					}
				}
			}
			else_if = {
				limit = { rarity = famed }
				random_list = {
					20 = {
						add_artifact_modifier = artifact_vassal_limit_5_modifier
					}
					10 = {
						add_artifact_modifier = artifact_vassal_limit_6_modifier
					}
				}
			}
			else_if = {
				limit = { rarity = illustrious }
				random_list = {
					20 = {
						add_artifact_modifier = artifact_vassal_limit_7_modifier
					}
					10 = {
						add_artifact_modifier = artifact_vassal_limit_8_modifier
					}
				}
			}
		}

		# Powerful Vassal Opinion
		20 = {
			trigger = {
				scope:inspiration_owner ?= { 
					NOT = { government_has_flag = no_powerful_vassals }
				}
			}
			modifier = {
				exists = scope:inspiration_owner
				scope:inspiration_owner = { has_variable = chosen_vassals_mod }
				add = 160
			}
			if = {
				limit = { rarity = common }
				random_list = {
					20 = {
						add_artifact_modifier = artifact_powerful_vassal_opinion_1_modifier
					}
					10 = {
						add_artifact_modifier = artifact_powerful_vassal_opinion_2_modifier
					}
				}
			}
			else_if = {
				limit = { rarity = masterwork }
				random_list = {
					20 = {
						add_artifact_modifier = artifact_powerful_vassal_opinion_3_modifier
					}
					10 = {
						add_artifact_modifier = artifact_powerful_vassal_opinion_4_modifier
					}
				}
			}
			else_if = {
				limit = { rarity = famed }
				random_list = {
					20 = {
						add_artifact_modifier = artifact_powerful_vassal_opinion_5_modifier
					}
					10 = {
						add_artifact_modifier = artifact_powerful_vassal_opinion_6_modifier
					}
				}
			}
			else_if = {
				limit = { rarity = illustrious }
				random_list = {
					20 = {
						add_artifact_modifier = artifact_powerful_vassal_opinion_7_modifier
					}
					10 = {
						add_artifact_modifier = artifact_powerful_vassal_opinion_8_modifier
					}
				}
			}
		}

		# courtly_opinion
		20 = {
			modifier = {
				exists = scope:inspiration_owner
				scope:inspiration_owner = { has_variable = chosen_vassals_mod }
				add = 160
			}

As written in game/common/scripted_effects/00_ep1_artifact_creation_effects.txt.

The first 120 of its 565 lines; the rest is in game/common/scripted_effects/00_ep1_artifact_creation_effects.txt from line 5292.

Where it is used

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

Source: game/common/scripted_effects/00_ep1_artifact_creation_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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