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

become_saoshyant_decision_effect

become_saoshyant_decision_effect = yes

game/common/scripted_effects/00_decisions_effects.txt, line 1131 (37 lines). No parameters.

become_saoshyant_decision_effect is a scripted effect in Crusader Kings III, written at line 1131 of its file. It takes no parameters: become_saoshyant_decision_effect = yes. The game's script calls it in 2 places, among them Become the Saoshyant (decision) and The Chosen of Zoroaster (event middle_east_decisions.0011). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_decisions_effects.txt.

What it does

  • set_nickname_effect = { NICKNAME = nick_the_saoshyant }
  • Gains the Trait Saoshyant
  • Your descendants will gain the Trait saoshyant descendant
  • Their dynasty:
  • If

    • Any held title:
      • Title tier exactly County
      • Their faith is the same as yours

    Then

    • All Infidel Counties:
      • Where: Their faith is the same as yours
      • title_tier = county
      • 35% chance of:
        • set_county_faith = root.faith
        • set_county_rite = root.rite
  • Their faith: Fervor increases by +10

• 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 (37 lines of game script)
become_saoshyant_decision_effect = {
	set_nickname_effect = { NICKNAME = nick_the_saoshyant }
	add_trait = saoshyant
	custom_tooltip = become_saoshyant_decision_decendant_trait_tooltip
	dynasty = {
		add_dynasty_modifier = {
			modifier = resurging_saoshyant
			years = 25
		}
	}
	if = {
		limit = {
			any_held_title = {
				title_tier = county
				faith != root.faith
			}
		}
		every_held_title = {
			custom = all_held_counties
			title_tier = county
			limit = {
				faith != root.faith
			}
			random = {
				chance = 35
				set_county_faith = root.faith
				set_county_rite = root.rite
			}
		}
	}
	faith = {
		change_fervor = {
			value = substantial_fervor_gain
			desc = fervor_gain_saoshyant
		}
	}
}

As written in game/common/scripted_effects/00_decisions_effects.txt.

Where it is used

Every place in common/, events/ and history/ that calls become_saoshyant_decision_effect.

Events (1)

Source: game/common/scripted_effects/00_decisions_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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