Scripted effect
change_authority_effect
change_authority_effect = { CHANGE = … }game/common/scripted_effects/00_realm_effects.txt, line 5 (53 lines). Parameters: $CHANGE$.
change_authority_effect is a scripted effect in Crusader Kings III, written at line 5 of its file. A call passes 1 parameter: CHANGE. The game's script calls it in 11 places, among them Forsake Nomadism (decision), Adjust Bureaucracy (interaction) and Subsidize Liege Authority (interaction). Patch 1.20.1.2, from game/common/scripted_effects/00_realm_effects.txt.
The comment above it in the file
EFFECT LIST
What it does
- Depending on has realm law in group:
- When has realm law in group is Celestial Bureaucracy:
change_realm_law_level = { law_group = celestial_bureaucracy change = $CHANGE$ }
- When has realm law in group is Imperial Bureaucracy:
change_realm_law_level = { law_group = imperial_bureaucracy change = $CHANGE$ }
- When has realm law in group is Japanese Bureaucracy:
change_realm_law_level = { law_group = japanese_bureaucracy change = $CHANGE$ }
- When has realm law in group is Meritocratic Bureaucracy:
change_realm_law_level = { law_group = meritocratic_bureaucracy change = $CHANGE$ }
- When has realm law in group is Crown Authority:
change_realm_law_level = { law_group = crown_authority change = $CHANGE$ }
- When has realm law in group is Tribal Authority:
change_realm_law_level = { law_group = tribal_authority change = $CHANGE$ }
- When has realm law in group is Dominance:
change_realm_law_level = { law_group = nomadic_authority change = $CHANGE$ }
- When has realm law in group is Church Authority:
change_realm_law_level = { law_group = church_authority change = $CHANGE$ }
- When has realm law in group is Celestial Bureaucracy:
• 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 (53 lines of game script)
change_authority_effect = {
switch = {
trigger = has_realm_law_in_group
celestial_bureaucracy = {
change_realm_law_level = {
law_group = celestial_bureaucracy
change = $CHANGE$
}
}
imperial_bureaucracy = {
change_realm_law_level = {
law_group = imperial_bureaucracy
change = $CHANGE$
}
}
japanese_bureaucracy = {
change_realm_law_level = {
law_group = japanese_bureaucracy
change = $CHANGE$
}
}
meritocratic_bureaucracy = {
change_realm_law_level = {
law_group = meritocratic_bureaucracy
change = $CHANGE$
}
}
crown_authority = {
change_realm_law_level = {
law_group = crown_authority
change = $CHANGE$
}
}
tribal_authority = {
change_realm_law_level = {
law_group = tribal_authority
change = $CHANGE$
}
}
nomadic_authority = {
change_realm_law_level = {
law_group = nomadic_authority
change = $CHANGE$
}
}
church_authority = {
change_realm_law_level = {
law_group = church_authority
change = $CHANGE$
}
}
}
}As written in game/common/scripted_effects/00_realm_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls change_authority_effect.
Decisions (1)
Character interactions (2)
Casus belli (3)
Events (3)
- … Blood
bp2_yearly.6080 - faction_demand.0101
- The … Peace
hold_court.8260
Scripted effects inside an event file (1)
- diarchy_1701_successful_swing_resolve_effect
Scripted effects (1)
Source: game/common/scripted_effects/00_realm_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.