CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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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 = -15

As 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.

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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