CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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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 = $CHANGE$ }

• 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)

Events (3)

Scripted effects inside an event file (1)

  • diarchy_1701_successful_swing_resolve_effect

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.

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