Scripted effect
create_custom_empire_effect
create_custom_empire_effect = yesgame/common/scripted_effects/00_major_decisions_scripted_effects_3.txt, line 557 (295 lines). No parameters.
create_custom_empire_effect is a scripted effect in Crusader Kings III, written at line 557 of its file. It takes no parameters: create_custom_empire_effect = yes. The game's script calls it in 1 place, among them Found a New Empire (decision). Its body carries 3 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_major_decisions_scripted_effects_3.txt.
What it does
- You create a new Empire
- Every Kingdom Title you Hold or Completely Control:
• 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)
create_custom_empire_effect = {
save_scope_as = founder
custom_tooltip = create_new_empire
show_as_tooltip = {
every_held_title = {
custom = create_title_every_held_kingdom
title_tier = kingdom
custom_tooltip = create_custom_empire_de_jure_changes
}
}
#Also interested in kingdoms that belong to same empire and will be cut off
every_sub_realm_county = {
empire = {
every_direct_de_jure_vassal_title = {
limit = {
pam_custom_empire_can_claim_kingdom_exclave_trigger = { NEW_EMPEROR = scope:founder }
NOT = {
is_in_list = exclave_adds
}
}
add_to_list = exclave_adds
}
}
}
hidden_effect = {
#Landless title holders make this messier...
if = {
limit = {
primary_title = {
is_landless_type_title = yes
}
}
ordered_held_title = {
order_by = {
value = 0
every_de_jure_county = {
add = 1
}
}
limit = {
tier = tier_kingdom
any_de_jure_county = {
this = scope:founder.capital_county
}
is_landless_type_title = no
}
alternative_limit = {
tier = tier_kingdom
is_landless_type_title = no
}
save_scope_as = old_title
}
primary_title = {
save_scope_as = name_title
}
}
else = {
primary_title = {
save_scope_as = old_title
}
}
#To stop errors from scope not existing in decision
if = {
limit = {
NOT = {
exists = scope:old_title
}
}
primary_title = {
save_scope_as = old_title
}
}
if = {
limit = {
exists = scope:name_title
}
create_dynamic_title = {
tier = empire
name = NEW_CREATED_TITLE_NAME_LANDLESS
}
}
else = {
create_dynamic_title = {
tier = empire
name = NEW_CREATED_TITLE_NAME
}
}
create_title_and_vassal_change = {
type = created
save_scope_as = change
add_claim_on_loss = no
}
scope:new_title = {
change_title_holder = {
holder = root
change = scope:change
}
}
resolve_title_and_vassal_change = scope:change
#Check if all territory is from a single Hegemony, and if so, make Empire de jure of that Hegemony
every_sub_realm_county = {
if = {
limit = {
exists = hegemony
}
hegemony = {
if = {
limit = {
NOT = {
is_in_list = potential_hegemony
}
}
add_to_list = potential_hegemony
}As written in game/common/scripted_effects/00_major_decisions_scripted_effects_3.txt.
The first 120 of its 295 lines; the rest is in game/common/scripted_effects/00_major_decisions_scripted_effects_3.txt from line 557.
Where it is used
Every place in common/, events/ and history/ that calls create_custom_empire_effect.
Decisions (1)
Source: game/common/scripted_effects/00_major_decisions_scripted_effects_3.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.