CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · Roads to Power files

convert_to_feudalism_from_administrative_effect

convert_to_feudalism_from_administrative_effect = yes

game/common/scripted_effects/00_ep3_decision_effects.txt, line 394 (102 lines). No parameters.

convert_to_feudalism_from_administrative_effect is a scripted effect in Crusader Kings III, in the Roads to Power files, written at line 394 of its file. It takes no parameters: convert_to_feudalism_from_administrative_effect = yes. The game's script calls it in 1 place, among them Adopt … Ways (decision). 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.

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 (102 lines of game script)
convert_to_feudalism_from_administrative_effect = {
	#Gain some gold for selling off your estates
	if = {
		limit = {
			any_vassal = {
				any_held_title = { is_noble_family_title = yes }
				exists = domicile
			}
		}
		custom_tooltip = estates_get_bought
		every_vassal = {
			limit = { 
				any_held_title = { is_noble_family_title = yes }
				exists = domicile
			}
			hidden_effect = {
				add_gold = {
					value = {
						value = major_gold_value
						switch = {
							trigger = domicile.num_domicile_buildings
							7 = { multiply = 7 }
							6 = { multiply = 6 }
							5 = { multiply = 5 }
							4 = { multiply = 4 }
							3 = { multiply = 3 }
							2 = { multiply = 2 }
						}
					}
				}
			}	
		}
	}

	#Then change government
	if = {
		limit = { ep3_is_clan_inclined_trigger = yes }
		change_government = clan_government

		#Duchies automatically transfer, need to poke the kingdoms
		if = {
			limit = {
				any_vassal = {
					primary_title.tier >= tier_kingdom
					NOR = {
						government_has_flag = government_is_clan
						government_has_flag = government_is_theocracy
					}
				}
			}
			custom_tooltip = kings_become_clan
			every_vassal = {
				limit = {
					primary_title.tier >= tier_kingdom
					NOR = {
						government_has_flag = government_is_clan
						government_has_flag = government_is_theocracy
					}
				}
				hidden_effect = { change_government = clan_government }
			}
		}
	}
	else = {
		change_government = feudal_government

		#Duchies automatically transfer, need to poke the kingdoms
		if = {
			limit = {
				any_vassal = {
					primary_title.tier >= tier_kingdom
					NOR = {
						government_has_flag = government_is_feudal
						government_has_flag = government_is_theocracy
					}
				}
			}
			custom_tooltip = kings_become_feudal
			every_vassal = {
				limit = {
					primary_title.tier >= tier_kingdom
					NOR = {
						government_has_flag = government_is_feudal
						government_has_flag = government_is_theocracy
					}
				}
				hidden_effect = { change_government = feudal_government }
			}
		}
	}
	
	#Governors become Dukes tooltip
	if = {
		limit = {
			any_vassal = {
				primary_title.tier = tier_duchy
				NOT = { government_has_flag = government_is_clan }
			}
		}
		custom_tooltip = governors_become_dukes
	}
}

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_feudalism_from_administrative_effect.

Decisions (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.

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