Scripted effect · Roads to Power files
convert_to_administrative_from_feudalism_game_start_effect
convert_to_administrative_from_feudalism_game_start_effect = yesgame/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
If
a check the game hides
Then
- If their government does not have the administrative mechanic:
- Adopts Administrative Government
create_noble_family_effect = { GOVERNMENT_GIVER = this }
- Every vassal or below:
- Only some of them (the filter is in the script below)
change_to_administrative_effect = yes
- If their government does not have the administrative mechanic:
• 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
Scripted effects (1)
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.