Scripted effect
assign_feudal_governments_effect
assign_feudal_governments_effect = yesgame/common/scripted_effects/00_government_effects.txt, line 30 (17 lines). No parameters.
assign_feudal_governments_effect is a scripted effect in Crusader Kings III, written at line 30 of its file. It takes no parameters: assign_feudal_governments_effect = yes. The game's script calls it in 15 places, among them Forsake Nomadism (decision), Move into Conquered Lands (decision) and Back to the Roots (event ep3_decisions_event.4070). 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 (17 lines of game script)
assign_feudal_governments_effect = {
if = {
limit = {
tgp_can_become_japanese_feudal_trigger = yes
}
change_government = japan_feudal_government
}
else_if = {
limit = {
ep3_is_clan_inclined_trigger = yes
}
change_government = clan_government
}
else = {
change_government = feudal_government
}
}As written in game/common/scripted_effects/00_government_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls assign_feudal_governments_effect.
Decisions (2)
Events (5)
Scripted effects inside an event file (1)
- ep3_emperor_yearly_8060_defect_effect
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.