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

ai_chance_to_become_conqueror_effect

ai_chance_to_become_conqueror_effect = yes

game/common/scripted_effects/00_ai_value_effects.txt, line 323 (413 lines). No parameters.

ai_chance_to_become_conqueror_effect is a scripted effect in Crusader Kings III, written at line 323 of its file. It takes no parameters: ai_chance_to_become_conqueror_effect = yes. The game's script calls it in 2 places, among them five_year_playable_pulse (on action) and tgp_chaos_shattering_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_ai_value_effects.txt.

What it does

  • If

    • Game rule not set to “None”
    • ai_has_cautious_personality = no
    • Is an Independent Ruler
    • Is landed
    • Is an Adult
    • Age at most 60
    • Is not incapable
    • Ai boldness at least 0
    • Ai greed at least 0
    • Has 50
    • Is at not War
    • Highest held Title is at least Duchy Rank
    • Domain Size at least 3
    • None of these

    • Any neighboring and across water top liege realm owner › scope:possible_conqueror:
      • has_any_cb_on = prev
      • current_military_strength >= prev.current_military_strength
    • None of these

      • Any owned story:
        • story_type = story_take_mandate_of_heaven
    • If

      • One of these

        • Game rule set to “Default: Strong Only”
        • or

          Game rule set to “Reduced: Strong Only”
        • or

          Game rule set to “90% Reduced: Strong Only”
        • or

          Game rule set to “100% Increased: Strong Only”

      Then

      • Realm size (counties) at least 15
      • Domain Size at least 4
      • Current military strength at least 3000
      • Has 500
      • Age at most 35
    • One of these

      • All of these

        • Is played by a person
        • Game rule not set to “None”
      • or

        All of these

        • exists = global_var:active_conquerors
        • Active conquerors less than 12

    Then

• 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)
ai_chance_to_become_conqueror_effect = {
	save_scope_as = possible_conqueror
	if = {
		limit = {
			NOT = { has_game_rule = no_conquerors_frequency }
			ai_has_cautious_personality = no
			top_liege = this
			is_landed = yes
			is_adult = yes
			age <= 60
			NOT = { is_incapable = yes }
			ai_boldness >= 0
			ai_greed >= 0
			gold >= 50
			is_at_war = no
			highest_held_title_tier >= tier_duchy
			domain_size >= 3
			NOR = {
				any_ally = {
					is_ai = no # Would be annoying as conquerors don't help their allies
				}
				mpo_has_gok_mongol_empire_trigger = yes
				has_character_flag = used_to_be_conqueror
			}
			any_neighboring_and_across_water_top_liege_realm_owner = {
				scope:possible_conqueror = {
					has_any_cb_on = prev
					current_military_strength >= prev.current_military_strength
				}
			}
			NOT = {
				any_owned_story = {
					story_type = story_take_mandate_of_heaven
				}
			}
			trigger_if = {
				limit = {
					OR = {
						has_game_rule = strong_default_conquerors_frequency
						has_game_rule = strong_few_conquerors_frequency
						has_game_rule = strong_very_few_conquerors_frequency
						has_game_rule = strong_many_conquerors_frequency
					}
				}
				sub_realm_size >= 15
				domain_size >= 4
				current_military_strength >= 3000
				gold >= 500
				age <= 35
			}
			OR = {
				AND = {
					is_ai = no
					NOT = { has_game_rule = no_conquerors_bonuses }
				}
				AND = {
					exists = global_var:active_conquerors 
					global_var:active_conquerors < 12
				}
			}
		}
		random = {
			chance = {
				value = 0.25
				add = {
					value = primary_title.tier
					divide = 12
				}
				if = {
					limit = {
						martial >= 10
					}
					add = {
						value = martial
						divide = 5
					}
				}
				if = {
					limit = {
						intrigue >= 10
					}
					add = {
						value = intrigue
						divide = 10
					}
				}
				if = {
					limit = {
						diplomacy >= 10
					}
					add = {
						value = diplomacy
						divide = 10
					}
				}
				if = {
					limit = {
						has_trait = brave
					}
					add = 0.25
				}
				if = {
					limit = {
						has_trait = ambitious
					}
					add = 0.5
				}
				if = {
					limit = {
						has_trait = compassionate
					}
					add = -0.25
				}
				if = {
					limit = {
						has_trait = shy
					}
					add = -0.25
				}
				if = {

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

The first 120 of its 413 lines; the rest is in game/common/scripted_effects/00_ai_value_effects.txt from line 323.

Where it is used

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

On actions (the game's own hooks) (1)

  • five_year_playable_pulse

Scripted effects (1)

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

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