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

coronation_set_oath_alternatives_effect

coronation_set_oath_alternatives_effect = yes

game/common/scripted_effects/10_ach_effects.txt, line 108 (385 lines). No parameters.

coronation_set_oath_alternatives_effect is a scripted effect in Crusader Kings III, in the Coronations files, written at line 108 of its file. It takes no parameters: coronation_set_oath_alternatives_effect = yes. The game's script calls it in 1 place, among them An Oath for the Ages (event coronation_events.0100). 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_set_oath_alternatives_effect = {
	# Find up to 11 fitting oaths the ruler might choose from
	random_list = {
		pick = 11
		unique = yes
		## Diplomacy
		# Alliances
		1 = {
			trigger = {
				is_ai = no
				NOR = { 
					has_variable = diplomacy_oath_1 
					has_character_modifier = oath_of_alliances
				}
				any_ally = {
					count <= 1
				}
			}
			coronation_set_oath_effect = { OATH = diplomacy_oath_1 }
		}
		# Children 
		1 = {
			trigger = {
				NOR = { 
					has_variable = diplomacy_oath_2 
					has_character_modifier = oath_of_children
				}
				fertility >= 0.5
				trigger_if = {
					limit = {
						is_ai = yes
					}
					OR = {
						is_married = no
						any_spouse = {
							fertility >= 0.5
						}
					}
				}
				age <= 30
				any_child = {
					count <= 2
				}
			}
			coronation_set_oath_effect = { OATH = diplomacy_oath_2 }
		}
		## Martial
		# Reconquering Lands in your De Jure
		1 = {
			trigger = {
				OR = {
					is_ai = no
					ai_has_conqueror_personality = yes
				}
				NOR = { 
					has_variable = martial_oath_1 
					has_character_modifier = oath_of_reconquest
					government_has_flag = government_is_mandala
				}
				primary_title ?= {
					any_de_jure_county = {
						percent >= 0.35
						holder = {
							NOR = { 
								target_is_liege_or_above = root 
								this = root
							}
						}
					}
				}
			}
			coronation_set_oath_effect = { OATH = martial_oath_1 }
		}
		# General Conquer lands Oath
		1 = {
			trigger = {
				OR = {
					is_ai = no
					ai_has_conqueror_personality = yes
					ai_has_warlike_personality = yes
				}
				NOR = { 
					has_variable = martial_oath_2 
					has_character_modifier = oath_of_conquest
					government_has_flag = government_is_mandala
				}
			}
			coronation_set_oath_effect = { OATH = martial_oath_2 }
		}
		## Stewardship
		# Peace Oath
		1 = {
			trigger = {
				NOR = { 
					has_variable = stewardship_oath_1 
					has_character_modifier = oath_of_peace
				}
				days_of_continuous_peace <= 365
			}
			coronation_set_oath_effect = { OATH = stewardship_oath_1 }
		}
		# Building Oath
		1 = {
			trigger = {
				OR = {
					is_ai = no
					ai_has_economical_boom_personality = yes
				}
				NOR = { 
					has_variable = stewardship_oath_2 
					has_character_modifier = oath_of_buildings
					government_has_flag = government_is_nomadic
					government_has_flag = government_is_tribal
				}
			}
			coronation_set_oath_effect = { OATH = stewardship_oath_2 }
		}
		## Intrigue
		## Learning
		# University Oath

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

The first 120 of its 385 lines; the rest is in game/common/scripted_effects/10_ach_effects.txt from line 108.

Where it is used

Every place in common/, events/ and history/ that calls coronation_set_oath_alternatives_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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