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

change_to_administrative_interaction_effect

change_to_administrative_interaction_effect = yes

game/common/scripted_effects/00_administrative_effects.txt, line 274 (104 lines). No parameters.

change_to_administrative_interaction_effect is a scripted effect in Crusader Kings III, written at line 274 of its file. It takes no parameters: change_to_administrative_interaction_effect = yes. The game's script calls it in 4 places, among them Demand Administrative Governance (interaction), ep3_interactions_events.0001 (event) and ep3_interactions_events.0002 (event). Patch 1.20.1.2, from game/common/scripted_effects/00_administrative_effects.txt.

What it does

• 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 (104 lines of game script)
change_to_administrative_interaction_effect = {
	scope:actor = {
		if = {
			limit = { has_treasury = yes }
			pay_short_term_treasury = {
				target = scope:recipient
				treasury = {
					value = 50
					scope:recipient = {
						if = {
							limit = { highest_held_title_tier >= tier_kingdom }
							multiply = 10
						}
						else_if = {
							limit = { highest_held_title_tier >= tier_duchy }
							multiply = 6
						}
						else_if = {
							limit = { highest_held_title_tier >= tier_county }
							multiply = 3
						}
					}
					if = {
						limit = { scope:gold ?= yes }
						add = scope:actor.medium_gold_value
					}
					if = {
						limit = {
							scope:actor = { has_realm_law_flag = admin_change_vassal_gov_cheaper }
						}
						multiply = 0.5
					}
				}
			}
		}
		else = {
			pay_short_term_gold = {
				target = scope:recipient
				gold = {
					value = 50
					scope:recipient = {
						if = {
							limit = { highest_held_title_tier >= tier_kingdom }
							multiply = 10
						}
						else_if = {
							limit = { highest_held_title_tier >= tier_duchy }
							multiply = 6
						}
						else_if = {
							limit = { highest_held_title_tier >= tier_county }
							multiply = 3
						}
					}
					if = {
						limit = { scope:gold ?= yes }
						add = scope:actor.medium_gold_value
					}
					if = {
						limit = {
							scope:actor = { has_realm_law_flag = admin_change_vassal_gov_cheaper }
						}
						multiply = 0.5
					}
				}
			}
		}
	}
	scope:recipient = {
		change_to_administrative_effect = yes

		#And now we also convert all the administrative vassals below so they also match the actor's form of admin.
		#For non admin sub-vassals the newly converted main vassal can still ask using the same interaction but we
		hidden_effect = {
			every_vassal_or_below = {
				limit = {
					government_has_mechanic = administrative
					is_ai = yes #Humans get to be asked directly
				}
				change_to_administrative_effect = yes
			}
		}
	}
	if = {
		limit = {
			scope:hook = yes
			scope:actor = { has_usable_hook = scope:recipient }
		}
		scope:actor = { use_hook = scope:recipient }
	}
	if = {
		limit = { scope:hereditary = yes }
		scope:recipient = { save_scope_as = petition_vassal }
		change_to_administrative_hereditary_effect = yes
	}
	if = {
		limit = { scope:influence = yes }
		scope:actor = {
			change_influence = {
				value = massive_influence_loss
			}
		}
	}
}

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

Where it is used

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

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

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