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

create_eastern_roman_empire_scripted_effect

create_eastern_roman_empire_scripted_effect = yes

game/common/scripted_effects/00_major_decisions_scripted_effects.txt, line 666 (165 lines). No parameters.

create_eastern_roman_empire_scripted_effect is a scripted effect in Crusader Kings III, written at line 666 of its file. It takes no parameters: create_eastern_roman_empire_scripted_effect = yes. The game's script calls it in 1 place, among them Cleave the Empire (decision). Patch 1.20.1.2, from game/common/scripted_effects/00_major_decisions_scripted_effects.txt.

What it does

  • If

    • domicile.domicile_location = { geographical_region = custom_ep3_restore_rome_eastern_empire }

    Then

    • Their domicile:
      • move_domicile = root.capital_province
  • scope:new_holder:
  • Every vassal:
    • Where:
      • Highest held Title is at least County Rank
      • Their capital province: Is in the custom ep3 restore rome eastern empire region
    • change_liege = { liege = scope:new_holder change = scope:change }
  • Every vassal or below:
    • Where:
      • Highest held Title is at least County Rank
      • Their capital province: Is in the custom ep3 restore rome eastern empire region
    • change_liege = { liege = scope:new_holder change = scope:change }
  • Every empire:
    • Where:
      • hegemony ?= title:h_roman_empire
      • De jure county (at least 51%) › Their province: Is in the custom ep3 restore rome eastern empire region
    • Becomes de jure part of Eastern Roman Empire
  • Every held title:
    • Where:
      • Title tier not exactly County
      • Title tier not exactly Hegemony
      • is_landless_type_title = no
      • De jure county (at least 51%) › Their province: Is in the custom ep3 restore rome eastern empire region
    • Gains the … Title (new holder)
  • Every empire:
    • Only some of them (the filter is in the script below)
    • Becomes de jure part of Eastern Roman Empire

• 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_eastern_roman_empire_scripted_effect = {
	if = { # First we move the domicile of root, if necessary
		limit = {
			exists = domicile
			domicile.domicile_location = {
				geographical_region = custom_ep3_restore_rome_eastern_empire
			}
		}
		domicile = {
			move_domicile = root.capital_province
		}
	}
	scope:new_holder = { # Secondly, we handle the new liege
		add_trait = augustus
		create_title_and_vassal_change = {
			type = created
			save_scope_as = change
			add_claim_on_loss = no
		}
		if = { # We ensure they get Byzantion
			limit = {
				scope:new_holder != title:c_byzantion.holder
			}
			title:c_byzantion = {
				change_title_holder = {
					holder = scope:new_holder
					change = scope:change
				}
			}
		}
		# We move over the De Jure for all the basic titles
		title:e_byzantium ?= { set_de_jure_liege_title = title:h_eastern_roman_empire }
		title:e_illyria ?= { set_de_jure_liege_title = title:h_eastern_roman_empire }
		title:e_macedonia ?= { set_de_jure_liege_title = title:h_eastern_roman_empire }
		title:e_anatolia ?= { set_de_jure_liege_title = title:h_eastern_roman_empire }
		title:h_eastern_roman_empire = { # They get the new Roman Empire title
			change_title_holder = {
				holder = scope:new_holder
				change = scope:change
			}
		}
		root = { # They get every held title from current root in the greater region
			every_held_title = {
				limit = {
					tier = tier_county
					is_landless_type_title = no
					title_province = { geographical_region = custom_ep3_restore_rome_eastern_empire }
				}
				change_title_holder = {
					holder = scope:new_holder
					change = scope:change
				}
			}
		}
		resolve_title_and_vassal_change = scope:change
		set_primary_title_to = title:h_eastern_roman_empire
		set_realm_capital = title:c_byzantion
	}

	create_title_and_vassal_change = {
		type = created
		save_scope_as = change
		add_claim_on_loss = no
	}
	# Then all the direct vassals who should move over
	every_vassal = {
		limit = {
			highest_held_title_tier >= tier_county
			capital_province = { geographical_region = custom_ep3_restore_rome_eastern_empire }
		}
		change_liege = {
			liege = scope:new_holder
			change = scope:change
		}
	}
	resolve_title_and_vassal_change = scope:change
	create_title_and_vassal_change = {
		type = created
		save_scope_as = change
		add_claim_on_loss = no
	}
	# Then vassals who are not directly in line
	every_vassal_or_below = {
		limit = {
			highest_held_title_tier >= tier_county
			capital_province = { geographical_region = custom_ep3_restore_rome_eastern_empire }
		}
		change_liege = {
			liege = scope:new_holder
			change = scope:change
		}
	}
	resolve_title_and_vassal_change = scope:change

	# Then change the de_jure for empires that are de jure part of the Roman Empire, but who has mostly broken free
	every_empire = {
		limit = {
			hegemony ?= title:h_roman_empire
			any_de_jure_county = {
				percent >= 0.51
				title_province = {
					geographical_region = custom_ep3_restore_rome_eastern_empire
				}
			}
		}
		set_de_jure_liege_title = title:h_eastern_roman_empire
	}

	create_title_and_vassal_change = {
		type = created
		save_scope_as = change
		add_claim_on_loss = no
	}
	# Then every title that aren't county title held by root, but they have a majority of the titles under their rule
	every_held_title = {
		limit = {
			NOR = {
				tier = tier_county
				tier = tier_hegemony
				this = root.primary_title

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

The first 120 of its 165 lines; the rest is in game/common/scripted_effects/00_major_decisions_scripted_effects.txt from line 666.

Where it is used

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

Decisions (1)

Source: game/common/scripted_effects/00_major_decisions_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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