Scripted effect · Roads to Power files
convert_to_feudalism_from_administrative_effect
convert_to_feudalism_from_administrative_effect = yesgame/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
If
- Any vassal › Any held title: The … is a Noble Family Title
Then
- Any Noble Families with an Estate will get a sum of Gold
If
Then
- Adopts Clan Government
If
- Any vassal:
primary_title.tier >= tier_kingdom- Their government is not Clan
- Their government is not a Theocratic-type Government
Then
- Any Kingdom Tier Vassal will change Government type into Clan
- Any vassal:
Otherwise
- Adopts Feudal Government
If
- Any vassal:
primary_title.tier >= tier_kingdom- Their government is not Feudal
- Their government is not a Theocratic-type Government
Then
- Any Kingdom Tier Vassal will change Government type into Feudal
- Any vassal:
• 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.