Scripted effect
create_monastic_order_founder_effect
create_monastic_order_founder_effect = yesgame/common/scripted_effects/00_holy_order_effects.txt, line 530 (60 lines). No parameters.
create_monastic_order_founder_effect is a scripted effect in Crusader Kings III, written at line 530 of its file. It takes no parameters: create_monastic_order_founder_effect = yes. The game's script calls it in 3 places, among them Patronize Monastic Movement (decision), A Movement Rises in … (event holy_order.2050) and A New Monastic Order (event holy_order.2010). Patch 1.20.1.2, from game/common/scripted_effects/00_holy_order_effects.txt.
What it does
- If the Head of Faith › Their faith’s head of faith: Opinion: Founded Monastic Order (+20)
- If does not have the Modifier: Founded Monastic Order:
- Gains the modifier “Founded Monastic Order” for 5 years
- Character spiritual fulfillment loss -33%
- Piety +0.5/month
- Same Faith Opinion +5
- Learning per Level of Devotion +1
- Gains the modifier “Founded Monastic Order” for 5 years
- Their faith: Fervor increases by +3
- Spiritual fulfillment +3
create_character_memory = { … }If
- Their religion is Christianity
- The Christian Church: The current phase counts “Ruler founds a Monastic Order”
Then
- The Christian Church: Counts toward the situation's next phase: “Ruler founds a Monastic Order”
• 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 (60 lines of game script)
create_monastic_order_founder_effect = {
# gain opinion with your HoF, if you have one and it's not you
if = {
limit = {
exists = faith.religious_head
faith.religious_head != root
}
faith.religious_head = {
add_opinion = {
target = root
modifier = founded_monastic_order_opinion
opinion = 20
}
}
}
# get a nice modifier
if = {
limit = {
NOT = { has_character_modifier = founded_monastic_order_modifier }
}
add_character_modifier = {
modifier = founded_monastic_order_modifier
years = 5
}
}
# boost the fervor
faith = {
change_fervor = {
value = notable_fervor_gain
desc = fervor_gain_monastic_order_founded
}
}
change_spiritual_fulfillment = minor_spiritual_fulfillment_value
scope:leader = {
save_scope_as = order_master
}
create_character_memory = {
type = founded_monastic_order_memory
participants = {
order_master = scope:leader
}
}
# PAM - Catalysts
if = {
limit = {
has_pam_dlc_trigger = yes
religion = religion:christianity_religion
situation:the_christian_church ?= {
situation_top_has_catalyst = catalyst_the_christian_church_founded_monastic_order
}
}
situation:the_christian_church = {
trigger_situation_catalyst = catalyst_the_christian_church_founded_monastic_order
}
}
}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_order_founder_effect.
Decisions (1)
Events (2)
- A Movement Rises in …
holy_order.2050 - A New Monastic Order
holy_order.2010
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.