Scripted effect
assign_feudal_governments_by_religion_effect
assign_feudal_governments_by_religion_effect = yesgame/common/scripted_effects/00_government_effects.txt, line 65 (9 lines). No parameters.
assign_feudal_governments_by_religion_effect is a scripted effect in Crusader Kings III, written at line 65 of its file. It takes no parameters: assign_feudal_governments_by_religion_effect = yes. No file of common/, events/ or history/ calls it. Patch 1.20.1.2, from game/common/scripted_effects/00_government_effects.txt.
What it does
Otherwise
- Adopts Feudal Government
• 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 (9 lines of game script)
assign_feudal_governments_by_religion_effect = {
if = {
limit = {
faith = { religion_tag = islam_religion }
}
change_government = clan_government
}
else = { change_government = feudal_government }
}As written in game/common/scripted_effects/00_government_effects.txt.
Where it is used
No file of common/, events/ or history/ calls it.
Source: game/common/scripted_effects/00_government_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.