CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · Coronations files

coronation_broken_oath_punishment_effect

coronation_broken_oath_punishment_effect = yes

game/common/scripted_effects/10_ach_effects.txt, line 6324 (207 lines). No parameters.

coronation_broken_oath_punishment_effect is a scripted effect in Crusader Kings III, in the Coronations files, written at line 6324 of its file. It takes no parameters: coronation_broken_oath_punishment_effect = yes. The game's script calls it in 1 place, among them Broken Oath: … (event coronation_events.0150). Patch 1.20.1.2, from game/common/scripted_effects/10_ach_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)
coronation_broken_oath_punishment_effect = {

	set_variable = {
		name = scale_of_oath_failure
		value = 0
	}

	every_vassal = {
		add_to_list = disappointed_vassals
		root = {
			change_variable = {
				name = scale_of_oath_failure
				add = prev.sub_realm_size
			}
		}
	}

	every_courtier_or_guest = {
		add_to_list = disappointed_vassals
	}

	change_variable = {
		name = scale_of_oath_failure
		add = sub_realm_size
	}

	if = {
		limit = {
			culture = { has_cultural_era_or_later = culture_era_late_medieval }
		}
		change_variable = {
			name = scale_of_oath_failure
			multiply = 2
		}
	}
	else_if	= {
		limit = {
			culture = { has_cultural_era_or_later = culture_era_high_medieval }
		}
		change_variable = {
			name = scale_of_oath_failure
			multiply = 1.6
		}
	}
	else_if = {
		limit = {
			culture = { has_cultural_era_or_later = culture_era_early_medieval }
		}
		change_variable = {
			name = scale_of_oath_failure
			multiply = 1.2
		}
	}
	else = {
		change_variable = {
			name = scale_of_oath_failure
			multiply = 0.8
		}
	}

	if = {
		limit = {
			has_trait = ambitious
		}
		change_variable = {
			name = scale_of_oath_failure
			multiply = 1.2
		}
	}

	if = {
		limit = {
			is_ai = no
		}
		if = {
			limit = {
				has_game_rule = very_hard_difficulty
			}
			add_prestige_level = -3
			change_variable = {
				name = scale_of_oath_failure
				multiply = 2
			}
			save_scope_value_as = {
				name = failure_opinion_value
				value = -60
			}
			if = {
				limit = {
					has_trait = ambitious
				}
				add_stress = 200
			}
			else = {
				add_stress = 100
			}
		}
		else_if = {
			limit = {
				has_game_rule = hard_difficulty
			}
			add_prestige_level = -2
			change_variable = {
				name = scale_of_oath_failure
				multiply = 1.5
			}
			save_scope_value_as = {
				name = failure_opinion_value
				value = -40
			}
			if = {
				limit = {
					has_trait = ambitious
				}
				add_stress = 150
			}
			else = {
				add_stress = 75
			}
		}

As written in game/common/scripted_effects/10_ach_effects.txt.

The first 120 of its 207 lines; the rest is in game/common/scripted_effects/10_ach_effects.txt from line 6324.

Where it is used

Every place in common/, events/ and history/ that calls coronation_broken_oath_punishment_effect.

Events (1)

Source: game/common/scripted_effects/10_ach_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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