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

assign_feudal_governments_effect

assign_feudal_governments_effect = yes

game/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

• 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.

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.

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