Scripted effect
assign_tribal_governments_effect
assign_tribal_governments_effect = yesgame/common/scripted_effects/00_government_effects.txt, line 11 (18 lines). No parameters.
assign_tribal_governments_effect is a scripted effect in Crusader Kings III, written at line 11 of its file. It takes no parameters: assign_tribal_governments_effect = yes. The game's script calls it in 4 places, among them Forsake Nomadism (decision), admin_government_reset_effect (scripted effect) and assign_new_government_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_government_effects.txt.
What it does
If
One of these
- Government is Wanua
or
scope:old_government ?= government_type:wanua_governmentor
scope:capital_county.title_province: Is in the Maritime Southeast Asia region
Then
- Adopts Wanua Government
Otherwise
- Adopts Tribal 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 (18 lines of game script)
assign_tribal_governments_effect = {
if = {
limit = {
has_tgp_dlc_trigger = yes
OR = {
government_has_flag = government_is_wanua
scope:old_government ?= government_type:wanua_government
scope:capital_county.title_province ?= {
geographical_region = world_asia_southeast_islands
}
}
}
change_government = wanua_government
}
else = {
change_government = tribal_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_tribal_governments_effect.
Decisions (1)
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.