Scripted effect
change_to_administrative_interaction_effect
change_to_administrative_interaction_effect = yesgame/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
scope:actor:- If has Treasury:
pay_short_term_treasury = { … }
- Otherwise:
pay_short_term_gold = { … }
- If has Treasury:
scope:recipient:
• 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.
Character interactions (1)
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.