Scripted effect
create_monastic_decision_effect
create_monastic_decision_effect = yesgame/common/scripted_effects/00_holy_order_effects.txt, line 348 (74 lines). No parameters.
create_monastic_decision_effect is a scripted effect in Crusader Kings III, written at line 348 of its file. It takes no parameters: create_monastic_decision_effect = yes. The game's script calls it in 1 place, among them Found Monastic Order (decision). Its body carries 4 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_holy_order_effects.txt.
What it does
- You select a Tenet as the focus of your Monastic Order
- Construction of a Temple Holding begins in an empty Barony of the chosen County, and when completed: A Monastic Order belonging to your Rite will be founded · You will become the Order's Monastic Order Patron · You may choose which Tenet the Order promotes · You may select a Monk Courtier or Dynasty member to become the Order's Abbot
If
One of these
- Has the Limited Church Authority Law
or
Has the High Church Authority Lawor
Has the Absolute Church Authority Law
Then
- Due to your Church Authority, you will gain a Hook on your Order's Abbot
- The chosen County must be held by a ⟨faith⟩ Ruler until the Temple Holding is built
- Spiritual fulfillment +5
- Stress by trait: Zealous -15, Impatient +10, Patient -5, Calm -5
- Event holy_order.2009
• 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 (74 lines of game script)
create_monastic_decision_effect = {
save_scope_as = root_scope
custom_tooltip = create_monastic_order_decision_effect_message_tenet
custom_tooltip = create_monastic_order_decision_effect_message
if = {
limit = {
OR = {
has_realm_law = church_authority_1
has_realm_law = church_authority_2
has_realm_law = church_authority_3
}
}
custom_tooltip = create_monastic_order_gain_hook
}
custom_tooltip = create_monastic_order_decision_effect_message_warning
change_spiritual_fulfillment = medium_spiritual_fulfillment_value
stress_impact = {
zealous = minor_stress_impact_loss
impatient = miniscule_stress_impact_gain
patient = miniscule_stress_impact_loss
calm = miniscule_stress_impact_loss
}
if = { # If you have no valid barony this will throw errors when you open the decision - we add this check to avoid that
limit = {
exists = scope:title
}
hidden_effect = {
scope:title = {
ordered_county_province = {
order_by = {
value = 0
if = {
limit = {
OR = {
terrain = hills
terrain = mountains
terrain = desert_mountains
terrain = desert
}
}
add = 2
}
if = {
limit = {
OR = {
terrain = forest
terrain = drylands
terrain = wetlands
terrain = jungle
terrain = terraced_hills
}
}
add = 1
}
}
limit = {
has_holding = no
has_ongoing_construction = no
}
begin_create_holding = church_holding
save_scope_as = province
set_variable = {
name = monastic_order_capital
value = root.faith
years = 50
}
}
}
}
}
trigger_event = holy_order.2009
}As written in game/common/scripted_effects/00_holy_order_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls create_monastic_decision_effect.
Decisions (1)
Source: game/common/scripted_effects/00_holy_order_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.