Scripted effect · Roads to Power files
convert_to_administrative_from_feudalism_effect
convert_to_administrative_from_feudalism_effect = { GOVERNMENT_TO_ADOPT = … }game/common/scripted_effects/00_ep3_decision_effects.txt, line 4 (201 lines). Parameters: $GOVERNMENT_TO_ADOPT$.
convert_to_administrative_from_feudalism_effect is a scripted effect in Crusader Kings III, in the Roads to Power files, written at line 4 of its file. A call passes 1 parameter: GOVERNMENT_TO_ADOPT. The game's script calls it in 6 places, among them Adopt Centralized Administration (decision), … Re-Asserts Dominance (event fp3_struggle.0071) and The Eternal … (event mpo_greatest_of_khans.0030). Its body carries 4 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_ep3_decision_effects.txt.
The comment above it in the file
This effect requires you to input which convert to convert to with GOVERNMENT_TO_ADOPT If you want it to be dynamic, simply use "flag:dynamic" Otherwise, set the government you want to adopt
What it does
- Depending on $GOVERNMENT TO ADOPT$ › When $GOVERNMENT TO ADOPT$ is dynamic:
clear_saved_scope = has_selected_a_government
change_to_administrative_effect = yes
• 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 (120 lines of game script)
convert_to_administrative_from_feudalism_effect = {
save_scope_as = administrative_liege
switch = {
trigger = $GOVERNMENT_TO_ADOPT$
flag:dynamic = { # If we want the selection to be dynamic, save and clear the scope to prevent errors
save_scope_value_as = {
name = has_selected_a_government
value = flag:dynamic
}
clear_saved_scope = has_selected_a_government
}
flag:administrative = { # administrative_government / Administrative
save_scope_value_as = {
name = has_selected_a_government
value = flag:administrative
}
}
flag:celestial = { # celestial_government / Celestial
save_scope_value_as = {
name = has_selected_a_government
value = flag:celestial
}
}
flag:meritocratic = { # meritocratic_government / Meritocratic
save_scope_value_as = {
name = has_selected_a_government
value = flag:meritocratic
}
}
flag:japan_administrative = { # japan_administrative_government / Ritsuryo
save_scope_value_as = {
name = has_selected_a_government
value = flag:japan_administrative
}
}
}
change_to_administrative_effect = yes
#Direct Vassals who fulfill the ep3_vassal_will_become_admin criteria are converted. Vassals above 25 opinion always accept
#Vassals are converted as a hierarchy. If a king is converted we convert all who are valid below that king (so his dukes, their counts, and their barons) are all converted.
#If a vassal does not convert (because of not accepting or because they are outside of the de jure empire, etc) then the vassals below them are _not_ converted either.
#Human vassals are given a choice to convert or not in the ping event, even if powerful or having very good relation.
hidden_effect = {
save_scope_as = actor
every_powerful_vassal = { #All valid powerful vassals auto convert - their support was required to take the decision.
limit = {
ep3_vassal_will_become_admin = yes
is_ai = yes
}
save_scope_as = recipient
change_to_administrative_effect = yes
every_vassal = { #Everyone below also converts
limit = {
ep3_vassal_will_become_admin = yes #We still don't want mayors and bishops
is_ai = yes
}
save_scope_as = recipient
change_to_administrative_effect = yes
every_vassal = { #Everyone below also converts (could be Counts, could be Barons)
limit = {
ep3_vassal_will_become_admin = yes #We still don't want mayors and bishops
is_ai = yes
}
save_scope_as = recipient
change_to_administrative_effect = yes
every_vassal = { #Everyone below also converts could be Barons)
limit = {
ep3_vassal_will_become_admin = yes #We still don't want mayors and bishops
is_ai = yes
}
save_scope_as = recipient
change_to_administrative_effect = yes
}
}
}
}
every_vassal = {
limit = {
ep3_vassal_will_become_admin = yes
trigger_if = { #Dukes and above can say no
limit = {
primary_title.tier >= tier_duchy
is_ai = yes
}
opinion = {
target = scope:administrative_liege
value > 25
}
}
}
save_scope_as = recipient
change_to_administrative_effect = yes
every_vassal = { #Everyone below also converts (could be Counts, could be Dukes)
limit = {
ep3_vassal_will_become_admin = yes #We still don't want mayors and bishops
is_ai = yes
}
save_scope_as = recipient
change_to_administrative_effect = yes
every_vassal = { #Everyone below also converts (Could be Counts, could be Barons)
limit = {
ep3_vassal_will_become_admin = yes #We still don't want mayors and bishops
is_ai = yes
}
save_scope_as = recipient
change_to_administrative_effect = yes
every_vassal = { #Everyone below also converts (could be Barons)
limit = {
ep3_vassal_will_become_admin = yes #We still don't want mayors and bishops
is_ai = yes
}
save_scope_as = recipient
change_to_administrative_effect = yes
}
}
}As written in game/common/scripted_effects/00_ep3_decision_effects.txt.
The first 120 of its 201 lines; the rest is in game/common/scripted_effects/00_ep3_decision_effects.txt from line 4.
Where it is used
Every place in common/, events/ and history/ that calls convert_to_administrative_from_feudalism_effect.
Decisions (1)
Events (3)
- … Re-Asserts Dominance
fp3_struggle.0071 - The Eternal …
mpo_greatest_of_khans.0030 - The Way of Emperors
ep3_frankokratia_events.0120
Scripted effects (2)
Source: game/common/scripted_effects/00_ep3_decision_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.