Scripted effect · Roads to Power files
adventurer_realm_destabilisation_list_effect
adventurer_realm_destabilisation_list_effect = { TITLE = … TITLE_GIVER = … TITLE_RECEIVER = … }game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt, line 2289 (217 lines). Parameters: $TITLE$, $TITLE_GIVER$, $TITLE_RECEIVER$.
adventurer_realm_destabilisation_list_effect is a scripted effect in Crusader Kings III, in the Roads to Power files, written at line 2289 of its file. A call passes 3 parameters: TITLE, TITLE_GIVER and TITLE_RECEIVER. The game's script calls it in 2 places, among them ep3_landless_invasion_titles_taken_effect (scripted effect) and seize_realm_scheme_success_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.
What it does
Every line of it is script with no tooltip text: the script is below.
The script as written (120 lines of game script)
adventurer_realm_destabilisation_list_effect = {
$TITLE_RECEIVER$ = { save_scope_as = adventurer }
$TITLE$ = { save_scope_as = title }
$TITLE_GIVER$ = {
save_scope_as = ruler
# Determine vassal sentiment - calculated before ruler change
hidden_effect = {
every_vassal = {
limit = {
highest_held_title_tier >= tier_county
save_temporary_scope_as = vassal_temp
# Only vassals who will not *still* be de jure vassals of the title loser via other titles
trigger_if = {
limit = {
$TITLE_GIVER$ = {
any_held_title = {
tier >= scope:title.tier
this != scope:title
}
}
}
any_held_title = {
target_is_de_jure_liege_or_above = scope:title
}
}
trigger_if = {
limit = {
government_has_mechanic = administrative
}
scope:title = {
OR = {
AND = {
scope:ruler.primary_title.tier = tier_kingdom
tier < tier_kingdom
}
tier < tier_empire
}
}
}
}
# Calculate how likely are they to not become your vassal
random = {
chance = 0
### FAITH/CULTURE
modifier = { # Cultural acceptance differences
add = {
value = "culture.cultural_acceptance(scope:adventurer.culture)"
subtract = 100
abs = yes
divide = 5
}
culture = {
this != scope:adventurer.culture
cultural_acceptance = {
target = scope:adventurer.culture
value < 50
}
OR = {
this = scope:ruler.culture
"cultural_acceptance(scope:ruler.culture)" > "cultural_acceptance(scope:adventurer.culture)"
}
}
}
modifier = { # Zealous of other faiths more likely
add = {
value = ai_zeal
multiply = 0.15
multiply = "scope:vassal_temp.faith.faith_hostility_level(scope:adventurer.faith)"
max = 25
}
ai_zeal > low_positive_zeal
faith = {
this != scope:adventurer.faith
"faith_hostility_level(scope:adventurer.faith)" > 0
}
}
modifier = { # Theocatic Vassals of different faith more likely
factor = 2
government_has_flag = government_is_theocracy
faith != scope:adventurer.faith
}
### DISTANCE
modifier = { # Distant vassals more likely
add = {
value = 0
add = scope:distance
if = {
limit = { scope:distance >= squared_distance_medium }
add = scope:distance
multiply = 0.0001
}
max = 25
}
"capital_county.squared_distance(scope:ruler.capital_county)" >= squared_distance_medium
capital_county = {
save_temporary_scope_value_as = {
name = distance
value = "squared_distance(scope:ruler.capital_county)"
}
}
}
### PERSONALITY
ai_value_modifier = {
ai_boldness = 0.15
ai_energy = 0.15
ai_greed = 0.15
ai_honor = -0.15
}
### OPINION
opinion_modifier = { # More likely if dislikes adventurer
opinion_target = scope:adventurer
multiplier = -0.25
}
opinion_modifier = { # More likely if liked old ruler
opinion_target = scope:ruler
multiplier = 0.1
}
### STRENGTH
modifier = { # Small vassals less likely
add = -15As written in game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.
The first 120 of its 217 lines; the rest is in game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt from line 2289.
Where it is used
Every place in common/, events/ and history/ that calls adventurer_realm_destabilisation_list_effect.
Scripted effects (2)
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.