CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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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.

Events (3)

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.

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