Scripted effect
create_cossack_scripted_effect
create_cossack_scripted_effect = yesgame/common/scripted_effects/00_decisions_effects.txt, line 3585 (93 lines). No parameters.
create_cossack_scripted_effect is a scripted effect in Crusader Kings III, written at line 3585 of its file. It takes no parameters: create_cossack_scripted_effect = yes. The game's script calls it in 2 places, among them Form the Cossack Kingdom (decision) and Rise of the Cossacks (event major_decisions.3600). Its body carries 5 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
create_character = { … }- All Nomadic Settlement in the Realm will become Tribal Holdings
- Adopts Tribal Government
- Creates a Cossack Hybrid Culture with Kazak
scope:new_culture:set_culture_name = { noun = cossack collective_noun = cossack_prefix prefix = cossack_collective_noun }
- Cossacks: Gains the … Title (root)
- Duchies of Tana, Red Levedia, Levedia, Don Valley, and Itil become De Jure Vassals of Cossacks
• 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 (93 lines of game script)
create_cossack_scripted_effect = {
# Pseudo character to derive culture from without converting the founder by default
create_character = {
location = root.location
culture = root.culture
faith = root.faith
rite = root.rite
gender = root
dynasty = none
random_traits = no
save_scope_as = cossack
}
## We make all nomad holdings tribal, or the government change won't work
custom_tooltip = {
every_sub_realm_county = {
limit = {
title_province = {
OR = {
has_holding_type = nomad_holding
has_holding_type = herder_holding
}
}
}
## Add_to_list = holding_conversion
title_province = {
set_holding_type = tribal_holding
}
}
text = create_cossack_tribal_tooltip
}
change_government = tribal_government
## Create the Cossack Culture ##
culture = { save_scope_as = founder_culture }
every_player = {
add_character_flag = {
flag = hide_hybridization_event
days = 1
}
}
custom_tooltip = {
text = cossack_custom_culture_hybrid
scope:cossack = { create_hybrid_culture = culture:kazak }
}
scope:new_culture ?= {
set_culture_name = {
noun = cossack
collective_noun = cossack_prefix
prefix = cossack_collective_noun
}
}
create_title_and_vassal_change = {
type = created
save_scope_as = title_change
add_claim_on_loss = no
}
title:k_cossack = {
change_title_holder = {
holder = root
change = scope:title_change
}
}
resolve_title_and_vassal_change = scope:title_change
## Set up the Cossack Kingdom title with de jure duchies
custom_tooltip = {
text = cossack_custom_de_jure
title:k_cossack = { set_de_jure_liege_title = title:e_caspian-pontic_steppe }
title:d_tana = { set_de_jure_liege_title = title:k_cossack }
title:d_red_levedia = { set_de_jure_liege_title = title:k_cossack }
title:d_levedia = { set_de_jure_liege_title = title:k_cossack }
title:d_don_valley = { set_de_jure_liege_title = title:k_cossack }
title:d_itil = { set_de_jure_liege_title = title:k_cossack }
}
##Add Cossack Culture to all de jure duchies in the Cossack Kingdom
if = {
limit = { exists = scope:new_culture }
custom_tooltip = {
text = cossack_custom_county_culture
every_held_county = {
limit = { kingdom = title:k_cossack }
## Convert all the counties to Cossack Culture ##
set_county_culture = scope:new_culture
}
}
}
else = { custom_tooltip = cossack_custom_county_culture_fallback }
hidden_effect = {
scope:cossack ?= { silent_disappearance_effect = yes }
}
}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_cossack_scripted_effect.
Decisions (1)
Events (1)
- Rise of the Cossacks
major_decisions.3600
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.