CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · Roads to Power files

apply_historic_administrative_game_rule_effect

apply_historic_administrative_game_rule_effect = yes

game/common/scripted_effects/00_ep3_decision_effects.txt, line 244 (149 lines). No parameters.

apply_historic_administrative_game_rule_effect is a scripted effect in Crusader Kings III, in the Roads to Power files, written at line 244 of its file. It takes no parameters: apply_historic_administrative_game_rule_effect = yes. The game's script calls it in 1 place, among them on_game_start_after_lobby (on action). Patch 1.20.1.2, from game/common/scripted_effects/00_ep3_decision_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 (120 lines of game script)
apply_historic_administrative_game_rule_effect = {
	# We'll be doing some excessive triggers below in a bid to lightly future-proof + error-spam mods less, don't worry about it.
	## We also do player-specific realms separately — we need to know what their realm is so we do it after the lobby exclusively.
	# Egypt.
	if = {
		limit = {
			NOT = { has_game_rule = historicity_extra_admin_egypt_gameplay_not_administrative }
			exists = title:k_egypt
		}
		if = {
			limit = { has_game_rule = historicity_extra_admin_egypt_historic_always }
			title:k_egypt.holder ?= { convert_to_administrative_from_feudalism_game_start_effect = yes }
		}
	}
	# Arabia.
	if = {
		limit = {
			NOT = { has_game_rule = historicity_extra_admin_arabia_gameplay_not_administrative }
			exists = title:e_arabia
		}
		if = {
			limit = { has_game_rule = historicity_extra_admin_arabia_historic_867 }
			# Give the Armenians a fighting chance.
			culture:armenian = { save_scope_as = ignore_culture }
			title:e_arabia.holder ?= { convert_to_administrative_from_feudalism_game_start_effect = yes }
		}
	}
	# Ghana.
	if = {
		limit = {
			NOT = { has_game_rule = historicity_extra_admin_ghana_gameplay_not_administrative }
			exists = title:k_ghana
		}
		if = {
			limit = { has_game_rule = historicity_extra_admin_ghana_historic_always }
			title:k_ghana.holder ?= { convert_to_administrative_from_feudalism_game_start_effect = yes }
		}
	}
	# Kabulistan/the Ghaznivids.
	if = {
		limit = {
			NOT = { has_game_rule = historicity_extra_admin_kabulistan_gameplay_not_administrative }
			exists = title:k_kabulistan
		}
		if = {
			limit = { has_game_rule = historicity_extra_admin_kabulistan_historic_always }
			title:k_kabulistan.holder ?= { convert_to_administrative_from_feudalism_game_start_effect = yes }
		}
	}
	# Persia.
	if = {
		limit = {
			NOT = { has_game_rule = historicity_extra_admin_persia_gameplay_not_administrative }
			exists = title:e_persia
			exists = title:k_persia
		}
		if = {
			limit = {
				game_start_date = 1178.10.1
				has_game_rule = historicity_extra_admin_persia_historic_1178
			}
			title:k_persia.holder ?= { convert_to_administrative_from_feudalism_game_start_effect = yes }
		}
		else_if = {
			limit = { has_game_rule = historicity_extra_admin_persia_alt_historic_always }
			# Independent k_persia.
			if = {
				limit = {
					title:k_persia.holder ?= { top_liege = this }
				}
				title:k_persia.holder ?= { convert_to_administrative_from_feudalism_game_start_effect = yes }
			}
			# Else, the empire.
			else = {
				title:e_persia.holder ?= { convert_to_administrative_from_feudalism_game_start_effect = yes }
			}
		}
	}
	# Maghreb.
	if = {
		limit = {
			NOT = { has_game_rule = historicity_extra_admin_maghreb_gameplay_not_administrative }
			exists = title:k_maghreb
		}
		if = {
			limit = {
				game_start_date >= 1066.9.15
				has_game_rule = historicity_extra_admin_maghreb_historic_post_1066
			}
			title:k_maghreb.holder ?= { convert_to_administrative_from_feudalism_game_start_effect = yes }
		}
		else_if = {
			limit = { has_game_rule = historicity_extra_admin_maghreb_alt_historic_always }
			title:k_maghreb.holder ?= { convert_to_administrative_from_feudalism_game_start_effect = yes }
		}
	}
	# Tamilakam/the Cholas.
	if = {
		limit = {
			NOT = { has_game_rule = historicity_extra_admin_tamilakam_gameplay_not_administrative }
			exists = title:k_tamilakam
		}
		if = {
			limit = {
				game_start_date = 1066.9.15
				has_game_rule = historicity_extra_admin_tamilakam_historic_1066
			}
			title:k_tamilakam.holder ?= { convert_to_administrative_from_feudalism_game_start_effect = yes }
		}
		else_if = {
			limit = { has_game_rule = historicity_extra_admin_tamilakam_alt_historic_always }
			title:k_tamilakam.holder ?= { convert_to_administrative_from_feudalism_game_start_effect = yes }
		}
	}
	# The Carolingians.
	if = {
		limit = {
			NOT = { has_game_rule = historicity_extra_admin_carolingians_gameplay_not_administrative }
			game_start_date = 867.1.1
			exists = title:k_france

As written in game/common/scripted_effects/00_ep3_decision_effects.txt.

The first 120 of its 149 lines; the rest is in game/common/scripted_effects/00_ep3_decision_effects.txt from line 244.

Where it is used

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

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

  • on_game_start_after_lobby

Source: game/common/scripted_effects/00_ep3_decision_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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