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

adopt_religion_interaction_effect

adopt_religion_interaction_effect = yes

game/common/scripted_effects/00_religious_interaction_effects.txt, line 1470 (22 lines). No parameters.

adopt_religion_interaction_effect is a scripted effect in Crusader Kings III, written at line 1470 of its file. It takes no parameters: adopt_religion_interaction_effect = yes. No file of common/, events/ or history/ calls it. Patch 1.20.1.2, from game/common/scripted_effects/00_religious_interaction_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 (22 lines of game script)
adopt_religion_interaction_effect = {
	# Convert Capital (if of same faith as recipient's old faith)
	if = {
		limit = {
			scope:actor = {
				highest_held_title_tier > tier_barony
				capital_county.faith != scope:recipient.faith
			}
		}
		scope:actor.capital_county = {
			set_county_faith = scope:recipient.faith
			set_county_rite = scope:recipient.rite
		}
	}

	# Spouses and family adopt new faith
	grab_spouses_and_family_to_convert_effect = yes
	convert_family_to_faith_effect = {
		FALSE_CONVERSION = no
		FORCED = no
	}
}

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

Where it is used

No file of common/, events/ or history/ calls it.

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

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