Scripted effect
convert_whole_realm_to_feudalism_effect
convert_whole_realm_to_feudalism_effect = yesgame/common/scripted_effects/00_decisions_effects.txt, line 1325 (507 lines). No parameters.
convert_whole_realm_to_feudalism_effect is a scripted effect in Crusader Kings III, written at line 1325 of its file. It takes no parameters: convert_whole_realm_to_feudalism_effect = yes. The game's script calls it in 8 places, among them Adopt … Ways (decision), Adopt … Ways (West African Pagan) (decision) and Adopt … Ways through Liege (decision). Its body carries 6 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_decisions_effects.txt.
What it does
If
- Is an Independent Ruler
- Their liege: Government is Sōryō
Then
- Adopts Sōryō Government
If
is_house_head = yes
Then
- Their house:
set_house_name_from_dynasty = dynasty
create_noble_family_effect = { GOVERNMENT_GIVER = this }- scope:new_title: The coat of arms changes
Else if
- Is an Independent Ruler
One of these
- Their liege: Government is Clan
or
All of these
- Their liege: Government is a Tribal-type Government
ep3_is_clan_inclined_trigger = yes
Then
- Adopts Clan Government
Else if
- Is an Independent Ruler
One of these
- Their liege: Government is Feudal
or
All of these
- Their liege: Government is a Tribal-type Government
ep3_is_clan_inclined_trigger = no
Then
- Adopts Feudal Government
Else if
- Is an Independent Ruler
culture.culture_head ?= { government_is_japanese_trigger = yes }
Then
- Adopts Sōryō Government
If
is_house_head = yes
Then
- Their house:
set_house_name_from_dynasty = dynasty
create_noble_family_effect = { GOVERNMENT_GIVER = this }- scope:new_title: The coat of arms changes
Otherwise
- Adopts Feudal Government
- If government is a Tribal-type Government:
- All Tribal Holdings in the realm will become Castle Holdings
If
- Is an Independent Ruler
- Their liege: Government is Clan
Then
- As my Liege has a Clan Government, my Tribal vassals will change to Clan
If
- Is an Independent Ruler
- Their liege: Government is Feudal
Then
- As my Liege has a Feudal Government, my Tribal vassals will become Feudal
- Else, if an Independent Ruler: My Tribal vassals will change to Feudalism
• 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_whole_realm_to_feudalism_effect = {
#TOOLTIP INFO
#PLAYER EFFECTS
hidden_effect = {
## Spawn holdings in tribal counties
every_sub_realm_county = { # Spawn temples in your holy sites
limit = {
any_county_province = {
has_holding_type = tribal_holding
}
NOT = {
any_county_province = {
has_holding_type = church_holding
}
}
any_county_province = {
has_holding = no
barony = {
is_holy_site_of = root.faith
}
}
}
random_county_province = {
limit = {
has_holding = no
barony_cannot_construct_holding = no
barony = {
is_holy_site_of = root.faith
}
}
set_holding_type = church_holding
}
}
every_sub_realm_county = { # Spawn a City
limit = {
any_county_province = {
has_holding_type = tribal_holding
}
any_county_province = {
has_holding = no
}
NOT = {
any_county_province = {
has_holding_type = city_holding
}
}
}
random_county_province = {
limit = {
has_holding = no
OR = {
terrain = floodplains
terrain = oasis
terrain = farmlands
terrain = terraced_hills
}
is_coastal = yes
has_special_building_slot = no
barony_cannot_construct_holding = no
}
alternative_limit = {
has_holding = no
OR = {
terrain = floodplains
terrain = oasis
terrain = farmlands
terrain = terraced_hills
}
has_special_building_slot = no
barony_cannot_construct_holding = no
}
alternative_limit = {
has_holding = no
OR = {
terrain = floodplains
terrain = oasis
terrain = farmlands
terrain = terraced_hills
}
barony_cannot_construct_holding = no
}
alternative_limit = {
has_holding = no
barony_cannot_construct_holding = no
}
random = {
chance = 60
modifier = {
add = county.development_level
}
modifier = {
add = 50
this.county = root.capital_county
}
modifier = {
add = 20
OR = {
terrain = floodplains
terrain = oasis
terrain = farmlands
terrain = terraced_hills
}
}
set_holding_type = city_holding
}
}
}
every_sub_realm_county = { # Spawn a Temple
limit = {
any_county_province = {
has_holding_type = tribal_holding
}
any_county_province = {
has_holding = no
}
NOT = {As written in game/common/scripted_effects/00_decisions_effects.txt.
The first 120 of its 507 lines; the rest is in game/common/scripted_effects/00_decisions_effects.txt from line 1325.
Where it is used
Every place in common/, events/ and history/ that calls convert_whole_realm_to_feudalism_effect.
Decisions (4)
Events (1)
- A New Era
major_decisions.0001
Source: game/common/scripted_effects/00_decisions_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.