Scripted effect
ai_chance_to_become_mandala_godking_effect
ai_chance_to_become_mandala_godking_effect = yesgame/common/scripted_effects/00_ai_value_effects.txt, line 737 (139 lines). No parameters.
ai_chance_to_become_mandala_godking_effect is a scripted effect in Crusader Kings III, written at line 737 of its file. It takes no parameters: ai_chance_to_become_mandala_godking_effect = yes. The game's script calls it in 1 place, among them yearly_playable_pulse (on action). Patch 1.20.1.2, from game/common/scripted_effects/00_ai_value_effects.txt.
What it does
If
top_overlord = this- Is landed
- Age at most 50
- Is not incapable
- Is played by the AI
- Is at not War
If
a check the game hides
Then
- Active mandalas less than 5
- Any neighboring and across water top liege realm owner:
One of these
current_military_strength < scope:possible_godking.current_military_strengthor
Any tributary:in_diplomatic_range = scope:possible_godkingcurrent_military_strength < scope:possible_godking.current_military_strength
less_than_max_amount_of_mandala_capitals_trigger = yes
Then
- …% chance of: Starts the story “mandala”
• 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_mandala_godking_effect = {
save_scope_as = possible_godking
if = {
limit = {
top_overlord = this
is_landed = yes
age <= 50
NOT = { is_incapable = yes }
is_ai = yes
is_at_war = no
trigger_if = {
limit = { exists = global_var:active_mandalas }
global_var:active_mandalas < 5
}
any_neighboring_and_across_water_top_liege_realm_owner = {
OR = {
current_military_strength < scope:possible_godking.current_military_strength
any_tributary = {
in_diplomatic_range = scope:possible_godking
current_military_strength < scope:possible_godking.current_military_strength
}
}
}
#There aren't already 2 active Mandala Capitals in the dejure Kingdom
less_than_max_amount_of_mandala_capitals_trigger = yes
}
random = {
chance = {
value = 50
#If has Mandala Capital or Ruined Capital make into 100
if = {
limit = { has_mandala_capital_trigger = yes }
add = 100
}
add = primary_title.tier
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 = { stewardship >= 10 }
add = {
value = stewardship
divide = 10
}
}
if = {
limit = { learning >= 10 }
add = {
value = learning
divide = 10
}
}
if = {
limit = { has_trait = zealous }
add = 1
}
if = {
limit = { has_trait = pilgrim }
add = 1
}
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 = {
limit = { has_trait = lazy }
add = -0.25
}
if = {
limit = { has_trait = content }
add = -1
}
if = {
limit = { has_trait = craven }
add = -1
}
if = {
limit = { has_trait = cynical }
add = -1
}
if = {
limit = { gold >= massive_gold_value }
add = 1
}
if = {
limit = {
house = { has_house_aspiration_parameter = aspect_of_destruction }
war_chest_gold >= war_chest_gold_maximum
}As written in game/common/scripted_effects/00_ai_value_effects.txt.
The first 120 of its 139 lines; the rest is in game/common/scripted_effects/00_ai_value_effects.txt from line 737.
Where it is used
Every place in common/, events/ and history/ that calls ai_chance_to_become_mandala_godking_effect.
On actions (the game's own hooks) (1)
- yearly_playable_pulse
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.