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

add_scaled_artifact_modifier_scholarship_effect

add_scaled_artifact_modifier_scholarship_effect = yes

game/common/scripted_effects/00_ep1_artifact_creation_effects.txt, line 8466 (174 lines). No parameters.

add_scaled_artifact_modifier_scholarship_effect is a scripted effect in Crusader Kings III, in the The Royal Court files, written at line 8466 of its file. It takes no parameters: add_scaled_artifact_modifier_scholarship_effect = yes. The game's script calls it in 4 places, among them Recording a Memory (event bp1_yearly.7055), create_artifact_jewelled_danda_effect (scripted effect) and create_artifact_philosophers_stone_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_ep1_artifact_creation_effects.txt.

What it does

  • 1 of 4 things will happen:
    • 25%:
      • If

        • rarity = common

        Then

        • 1 of 3 things will happen:
          • 50%:
            • add_artifact_modifier = artifact_development_growth_1_modifier
          • 38%:
            • add_artifact_modifier = artifact_development_growth_2_modifier
          • 13%:
            • add_artifact_modifier = artifact_development_growth_3_modifier

        Else if

        • rarity = masterwork

        Then

        • 1 of 3 things will happen:
          • 50%:
            • add_artifact_modifier = artifact_development_growth_4_modifier
          • 38%:
            • add_artifact_modifier = artifact_development_growth_5_modifier
          • 13%:
            • add_artifact_modifier = artifact_development_growth_6_modifier

        Else if

        • rarity = famed

        Then

        • 1 of 3 things will happen:
          • 50%:
            • add_artifact_modifier = artifact_development_growth_7_modifier
          • 38%:
            • add_artifact_modifier = artifact_development_growth_8_modifier
          • 13%:
            • add_artifact_modifier = artifact_development_growth_9_modifier

        Else if

        • rarity = illustrious

        Then

        • 1 of 3 things will happen:
          • 50%:
            • add_artifact_modifier = artifact_development_growth_10_modifier
          • 38%:
            • add_artifact_modifier = artifact_development_growth_11_modifier
          • 13%:
            • add_artifact_modifier = artifact_development_growth_12_modifier
    • 25%:
      • If

        • rarity = common

        Then

        • 1 of 3 things will happen:
          • 50%:
            • add_artifact_modifier = artifact_fertility_growth_1_modifier
          • 38%:
            • add_artifact_modifier = artifact_fertility_growth_2_modifier
          • 13%:
            • add_artifact_modifier = artifact_fertility_growth_3_modifier

        Else if

        • rarity = masterwork

        Then

        • 1 of 3 things will happen:
          • 50%:
            • add_artifact_modifier = artifact_fertility_growth_4_modifier
          • 38%:
            • add_artifact_modifier = artifact_fertility_growth_5_modifier
          • 13%:
            • add_artifact_modifier = artifact_fertility_growth_6_modifier

        Else if

        • rarity = famed

        Then

        • 1 of 3 things will happen:
          • 50%:
            • add_artifact_modifier = artifact_fertility_growth_7_modifier
          • 38%:
            • add_artifact_modifier = artifact_fertility_growth_8_modifier
          • 13%:
            • add_artifact_modifier = artifact_fertility_growth_9_modifier

        Else if

        • rarity = illustrious

        Then

        • 1 of 3 things will happen:
          • 50%:
            • add_artifact_modifier = artifact_fertility_growth_10_modifier
          • 38%:
            • add_artifact_modifier = artifact_fertility_growth_11_modifier
          • 13%:
            • add_artifact_modifier = artifact_fertility_growth_12_modifier
    • 25%:
      • If

        • rarity = common

        Then

        • add_artifact_modifier = artifact_learn_language_scheme_phase_duration_add_1_modifier

        Else if

        • rarity = masterwork

        Then

        • add_artifact_modifier = artifact_learn_language_scheme_phase_duration_add_2_modifier

        Else if

        • rarity = famed

        Then

        • add_artifact_modifier = artifact_learn_language_scheme_phase_duration_add_3_modifier

        Else if

        • rarity = illustrious

        Then

        • add_artifact_modifier = artifact_learn_language_scheme_phase_duration_add_4_modifier
    • 25%:
      • add_artifact_modifier = artifact_learning_per_prestige_level_modifier

• 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_scholarship_effect = {
	random_list = {
		# development_growth
		20 = {
			trigger = {
				artifact_owner ?= { NOT = { government_has_flag = government_is_nomadic } } 
			}
			if = {
				limit = {
					rarity = common
				}
				random_list = {
					20 = {
						add_artifact_modifier = artifact_development_growth_1_modifier
					}
					15 = {
						add_artifact_modifier = artifact_development_growth_2_modifier
					}
					5 = {
						add_artifact_modifier = artifact_development_growth_3_modifier
					}
				}
			}
			else_if = {
				limit = {
					rarity = masterwork
				}
				random_list = {
					20 = {
						add_artifact_modifier = artifact_development_growth_4_modifier
					}
					15 = {
						add_artifact_modifier = artifact_development_growth_5_modifier
					}
					5 = {
						add_artifact_modifier = artifact_development_growth_6_modifier
					}
				}
			}
			else_if = {
				limit = {
					rarity = famed
				}
				random_list = {
					20 = {
						add_artifact_modifier = artifact_development_growth_7_modifier
					}
					15 = {
						add_artifact_modifier = artifact_development_growth_8_modifier
					}
					5 = {
						add_artifact_modifier = artifact_development_growth_9_modifier
					}
				}
			}
			else_if = {
				limit = {
					rarity = illustrious
				}
				random_list = {
					20 = {
						add_artifact_modifier = artifact_development_growth_10_modifier
					}
					15 = {
						add_artifact_modifier = artifact_development_growth_11_modifier
					}
					5 = {
						add_artifact_modifier = artifact_development_growth_12_modifier
					}
				}
			}
		}
		# fertility_growth
		20 = {
			trigger = {
				artifact_owner ?= { government_has_flag = government_is_nomadic } 
			}
			if = {
				limit = {
					rarity = common
				}
				random_list = {
					20 = {
						add_artifact_modifier = artifact_fertility_growth_1_modifier
					}
					15 = {
						add_artifact_modifier = artifact_fertility_growth_2_modifier
					}
					5 = {
						add_artifact_modifier = artifact_fertility_growth_3_modifier
					}
				}
			}
			else_if = {
				limit = {
					rarity = masterwork
				}
				random_list = {
					20 = {
						add_artifact_modifier = artifact_fertility_growth_4_modifier
					}
					15 = {
						add_artifact_modifier = artifact_fertility_growth_5_modifier
					}
					5 = {
						add_artifact_modifier = artifact_fertility_growth_6_modifier
					}
				}
			}
			else_if = {
				limit = {
					rarity = famed
				}
				random_list = {
					20 = {
						add_artifact_modifier = artifact_fertility_growth_7_modifier
					}
					15 = {
						add_artifact_modifier = artifact_fertility_growth_8_modifier
					}

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

The first 120 of its 174 lines; the rest is in game/common/scripted_effects/00_ep1_artifact_creation_effects.txt from line 8466.

Where it is used

Every place in common/, events/ and history/ that calls add_scaled_artifact_modifier_scholarship_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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