CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
Silk & Silverout Tue, Nov 17What's free, what needs the DLC, price →

Scripted effect

convert_whole_realm_to_feudalism_effect

convert_whole_realm_to_feudalism_effect = yes

game/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

• 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.

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.

Spotted a mistake on this page?