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_game_start_effect

convert_to_administrative_from_feudalism_game_start_effect = yes

game/common/scripted_effects/00_ep3_decision_effects.txt, line 206 (37 lines). No parameters.

convert_to_administrative_from_feudalism_game_start_effect is a scripted effect in Crusader Kings III, in the Roads to Power files, written at line 206 of its file. It takes no parameters: convert_to_administrative_from_feudalism_game_start_effect = yes. The game's script calls it in 2 places, among them on_game_start_after_lobby (on action) and apply_historic_administrative_game_rule_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_ep3_decision_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 (37 lines of game script)
convert_to_administrative_from_feudalism_game_start_effect = {
	if = {
		limit = { has_dlc_feature = roads_to_power }
		# Because we run this twice, since folks can change in the lobby.
		if = {
			limit = {
				NOT = { government_has_mechanic = administrative }
			}
			change_government = administrative_government
			create_noble_family_effect = { GOVERNMENT_GIVER = this }
			add_to_list = estatified_list
		}

		every_vassal_or_below = {
			limit = {
				highest_held_title_tier >= tier_county
				OR = {
					government_has_flag = government_is_feudal
					government_has_flag = government_is_clan
					government_has_flag = government_is_tribal
				}
				NOR = {
					faith.religious_head ?= this
					liege = {
						faith.religious_head ?= this
						top_liege != this
					}
					AND = {
						exists = scope:ignore_culture
						culture = scope:ignore_culture
					}
				}
			}
			change_to_administrative_effect = yes
		}
	}
}

As written in game/common/scripted_effects/00_ep3_decision_effects.txt.

Where it is used

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

On actions (the game's own hooks) (1)

  • on_game_start_after_lobby

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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