CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · Roads to Power files

boost_governor_efficiency_success_effect

boost_governor_efficiency_success_effect = yes

game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt, line 10565 (85 lines). No parameters.

boost_governor_efficiency_success_effect is a scripted effect in Crusader Kings III, in the Roads to Power files, written at line 10565 of its file. It takes no parameters: boost_governor_efficiency_success_effect = yes. The game's script calls it in 2 places, among them Bolster Governance (interaction) and boost_governor_efficiency_duel_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.

What it does

  • scope:actor:
    • scope:recipient:
      • If has the Modifier: Undermined Governance: Loses “Undermined Governance”
      • Otherwise: Gains the modifier “Bolstered Governance” for 10 years
      • If opinion of actor at least 15 › scope:actor:
      • Else, if played by the AI: Opinion: Bolstered My Governance
    • If government allows: merit: Merit +60

• 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 (85 lines of game script)
boost_governor_efficiency_success_effect = {
	scope:actor = {
		send_interface_toast = {
			type = event_toast_effect_good
			title = boost_efficiency_success_desc
			left_icon = scope:recipient

			scope:recipient ?= {
				send_interface_toast = {
					type = event_toast_effect_good
					title = boost_efficiency_success_desc
					left_icon = scope:actor
					if = {
						limit = { has_character_modifier = ep3_damage_efficiency_modifier }
						remove_character_modifier = ep3_damage_efficiency_modifier
						if = {
							limit = { var:ep3_governor_efficiency_stack = 1 }
							remove_variable = ep3_governor_efficiency_stack
						}
						else = {
							change_variable = {
								name = ep3_governor_efficiency_stack
								add = -1
							}
						}
					}
					else = {
						add_character_modifier = {
							modifier = ep3_boost_efficiency_modifier
							years = 10
						}
						if = {
							limit = { has_variable = ep3_governor_efficiency_stack }
							set_variable = {
								name = ep3_governor_efficiency_stack
								value = {
									value = scope:recipient.var:ep3_governor_efficiency_stack
									add = 1
									max = 5
								}
								years = 10
							}
						}
						else = {
							set_variable = {
								name = ep3_governor_efficiency_stack
								value = 1
								years = 10
							}
						}
					}
					if = {
						limit = {
							opinion = {
								target = scope:actor
								value >= 15
							}
						}
						scope:actor = {
							progress_towards_friend_effect = {
								REASON = friend_boosted_gov_efficiency
								CHARACTER = scope:recipient
								OPINION = default_friend_opinion
							}
						}
					}
					else_if = {
						limit = { is_ai = yes }
						add_opinion = {
							target = scope:actor
							modifier = boosted_efficiency_opinion
						}
					}
				}
			}
			# Merit based realm gain some merit for improving others
			if = {
				limit = {
					government_allows = merit
				}
				change_merit = medium_merit_gain
			}
		}
	}
}

As written in game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.

Where it is used

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

Character interactions (1)

Source: game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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