Scripted effect
assign_new_government_effect
assign_new_government_effect = yesgame/common/scripted_effects/00_government_effects.txt, line 75 (91 lines). No parameters.
assign_new_government_effect is a scripted effect in Crusader Kings III, written at line 75 of its file. It takes no parameters: assign_new_government_effect = yes. The game's script calls it in 3 places, among them Another Regal Audience (event ep3_laamps.7004), ep3_become_landed_transfer_effect (scripted effect) and successful_popular_revolt_outcome_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_government_effects.txt.
What it does
If
scope:capital_county.title_province:One of these
has_holding_type = nomad_holdingor
has_holding_type = herder_holding
Then
- Adopts Nomadic Government
Else if
scope:capital_county.title_province:has_holding_type = tribal_holding
Then
Else if
has_mandala_culture_trigger = yeshas_mandala_faith_trigger = yesscope:capital_county.title_province:has_holding_type = temple_citadel_holding
Then
- Adopts Mandala Government
Else if
One of these
- they has administrative government mechanic
or
exists = scope:admin
Then
Otherwise
• 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 (91 lines of game script)
assign_new_government_effect = {
if = {
limit = {
exists = scope:new_capital
NOT = { exists = scope:capital_county }
}
scope:new_capital = { save_scope_as = capital_county }
}
save_scope_as = new_ruler
# Change our government according to the government of our liege.
## Nomad.
if = {
limit = {
scope:capital_county.title_province = {
OR = {
has_holding_type = nomad_holding
has_holding_type = herder_holding
}
}
}
hidden_effect = {
every_held_title = {
title_tier = county
limit = {
title_province ?= { has_holding_type = herder_holding }
}
title_province = { set_holding_type = nomad_holding }
}
}
change_government = nomad_government
}
## Wanua or Tribal.
else_if = {
limit = {
scope:capital_county.title_province = {
has_holding_type = tribal_holding
}
}
assign_tribal_governments_effect = yes
}
## Mandala.
else_if = {
limit = {
has_mandala_culture_trigger = yes
has_mandala_faith_trigger = yes
scope:capital_county.title_province = {
has_holding_type = temple_citadel_holding
}
}
change_government = mandala_government
#Sort out the House shenanigans
hidden_effect = {
if = {
limit = { is_house_head = no }
house = {
if = {
limit = {
house_head = {
is_landed = no
is_courtier_of = scope:new_ruler
}
}
set_house_head = scope:new_ruler
}
}
}
else = {
house ?= {
set_house_aspiration = { type = no_aspect }
}
}
}
}
## Administrative govs
else_if = {
limit = {
OR = {
government_has_mechanic = administrative
exists = scope:admin
}
}
change_to_administrative_effect = yes
}
# add check for non-playable govs?
else_if = {
limit = { exists = scope:old_government }
change_government = scope:old_government
}
## Else feudal.
else = { assign_feudal_governments_effect = yes }
}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_new_government_effect.
Events (1)
- Another Regal Audience
ep3_laamps.7004
Scripted effects (2)
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.