Scripted effect · All Under Heaven files
change_tribal_holdings_to_citadels_effect
change_tribal_holdings_to_citadels_effect = yesgame/common/scripted_effects/tgp_mandala_scripted_effects.txt, line 1324 (57 lines). No parameters.
change_tribal_holdings_to_citadels_effect is a scripted effect in Crusader Kings III, in the All Under Heaven files, written at line 1324 of its file. It takes no parameters: change_tribal_holdings_to_citadels_effect = yes. The game's script calls it in 1 place, among them change_to_mandala_government_and_citadel_effect (scripted effect). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/tgp_mandala_scripted_effects.txt.
What it does
- All Tribal Holdings in the realm will become Temple Citadel Holdings
If
- Directly owned province (at least 1):
has_holding_type = tribal_holding
Then
hidden_effect_new_object = { … }
Otherwise
- scope:current_tribal_holder › If their government does not have the government is mandala flag:
- Directly owned province (at least 1):
• 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 (57 lines of game script)
change_tribal_holdings_to_citadels_effect = {
custom_tooltip = all_tribal_holdings_will_change_to_citadels
save_scope_as = current_tribal_holder
if = {
limit = {
any_directly_owned_province = {
has_holding_type = tribal_holding
count >= 1
}
}
hidden_effect_new_object = {
every_directly_owned_province = {
limit = { has_holding_type = tribal_holding }
set_variable = {
name = tribal_to_mandala_building_level
value = combined_building_level
days = 1
}
if = {
limit = { holding_is_tribal = yes }
holding_pre_feudalize_effect = yes
}
set_holding_type = temple_citadel_holding
#We need to set the holding type BEFORE we can change to the government, lest it invalidates
scope:current_tribal_holder = {
if = {
limit = {
NOT = { government_has_flag = government_is_mandala }
}
change_to_mandala_government_effect = yes
}
}
#We need to set the government type BEFORE we generate buildings, otherwise basically none are valid
while = {
limit = { var:tribal_to_mandala_building_level > 0 }
generate_building = yes
change_variable = {
name = tribal_to_mandala_building_level
subtract = 1
}
}
remove_variable = tribal_to_mandala_building_level
}
}
}
#You're somehow a tribal with all your holdings being Temple Citadels? Good for you.
else = {
scope:current_tribal_holder = {
if = {
limit = {
NOT = { government_has_flag = government_is_mandala }
}
change_to_mandala_government_effect = yes
}
}
}
}As written in game/common/scripted_effects/tgp_mandala_scripted_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls change_tribal_holdings_to_citadels_effect.
Scripted effects (1)
Source: game/common/scripted_effects/tgp_mandala_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.