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

create_cadet_house_with_name_effect

create_cadet_house_with_name_effect = yes

game/common/scripted_effects/00_decisions_effects.txt, line 2900 (101 lines). No parameters.

create_cadet_house_with_name_effect is a scripted effect in Crusader Kings III, written at line 2900 of its file. It takes no parameters: create_cadet_house_with_name_effect = yes. The game's script calls it in 2 places, among them create_noble_family_effect (scripted effect) and found_cadet_house_decision_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_decisions_effects.txt.

The comment above it in the file

Cultural variation for Cadet Branch Naming:

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 (101 lines of game script)
create_cadet_house_with_name_effect = {
	add_achievement_flag_effect = { FLAG = achievement_a_house_of_my_own_flag }
	house.house_head = {
		save_scope_as = former_house_head
	}
	house = {
		save_scope_as = former_house
	}
	save_scope_as = new_head
	save_scope_as = new_house_head # don't ask
	save_best_location_for_house_name_effect = yes

	if = { # Prefixed Primary Title - (PREFIX) (TITLE)
		limit = {
			is_landed = yes
			highest_held_title_tier <= tier_duchy
			OR = {
				culture = { has_cultural_pillar = heritage_frankish }
				top_liege = {
					has_title = title:k_france
					culture = { has_cultural_pillar = heritage_frankish }
				}
			}
		}
		create_cadet_branch = {
			prefix = dynnp_de
			name = cadet_name_style_primary_title
			save_scope_as = new_house
		}
	}
	else_if = { # Barony Dynasty - (BARONY) (DYNASTY)
		limit = {
			culture = {
				OR = {
					culture_uses_barony_dynasty_names_trigger = yes
					culture_uses_barony_dynasty_names_only_branch_trigger = yes
				}
			}
		}
		create_cadet_branch = {
			name = cadet_name_style_barony_dynasty
			save_scope_as = new_house
		}
		scope:new_house ?= { generate_coa = yes } # Avoid western style cadet CoA
	}
	else_if = { # County Dynasty - (COUNTY) (DYNASTY)
		limit = {
			culture = { culture_uses_county_dynasty_names_only_branch_trigger = yes }
		}
		create_cadet_branch = {
			name = cadet_name_style_county_dynasty
			save_scope_as = new_house
		}
		scope:new_house ?= { generate_coa = yes } # Avoid western style cadet CoA
	}
	else_if = { # Japanese - (PLACE)
		limit = {
			culture = { culture_uses_japanese_dynasty_names_trigger = yes }
		}
		create_cadet_branch = {
			name = {
				first_valid = {
					triggered_desc = {
						trigger = { scope:new_head.var:new_japanese_house_name ?= flag:japanese_house_random_barony }
						desc = japanese_house_random_barony
					}
					triggered_desc = {
						trigger = { scope:new_head.var:new_japanese_house_name ?= flag:japanese_house_primary_county }
						desc = japanese_house_primary_county
					}
					triggered_desc = {
						trigger = { scope:new_head.var:new_japanese_house_name ?= flag:japanese_house_domicile_barony }
						desc = japanese_house_domicile_barony
					}
					triggered_desc = {
						trigger = { scope:new_head.var:new_japanese_house_name ?= flag:japanese_house_domicile_county }
						desc = japanese_house_domicile_county
					}
					triggered_desc = {
						trigger = { scope:new_head.var:new_japanese_house_name ?= flag:japanese_house_first_name }
						desc = japanese_house_first_name
					}
					triggered_desc = {
						trigger = { scope:new_head.var:new_japanese_house_name ?= flag:custom }
						desc = japanese_house_name_custom
					}
					triggered_desc = {
						trigger = { exists = scope:new_head.var:new_japanese_house_name }
						desc = japanese_house_name_flag
					}
					desc = japanese_house_name_fallback
				}
			}
			save_scope_as = new_house
		}
		scope:new_house ?= { generate_coa = yes } # Avoid western style cadet CoA
	}
	else = { #Standard Name Generation
		create_cadet_branch = { save_scope_as = new_house }
	}
}

As written in game/common/scripted_effects/00_decisions_effects.txt.

Where it is used

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

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