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

create_monastic_decision_effect

create_monastic_decision_effect = yes

game/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

• 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.

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.

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