Scripted effect
create_roman_empire_holy_scripted_effect
create_roman_empire_holy_scripted_effect = yesgame/common/scripted_effects/00_major_decisions_scripted_effects.txt, line 150 (139 lines). No parameters.
create_roman_empire_holy_scripted_effect is a scripted effect in Crusader Kings III, written at line 150 of its file. It takes no parameters: create_roman_empire_holy_scripted_effect = yes. The game's script calls it in 2 places, among them Restore the Roman Empire (decision) and Holy and Roman (event roman_restoration.0003). Patch 1.20.1.2, from game/common/scripted_effects/00_major_decisions_scripted_effects.txt.
What it does
- Gains the Trait Augustus
split_byzantine_empire_effect = yes- Roman Empire:
- Gains the … Title (root)
copy_title_history = title:e_hre
- Every held title:
title_tier = empire- You:
destroy_title = prev
If
a check the game hides
Then
- title:h_roman_empire.holder: Roma becomes the realm capital
• 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_roman_empire_holy_scripted_effect = {
add_trait = augustus
#Create Roman Empire, shift dejure/history/laws, destroy e_hre.
hidden_effect = {
every_held_title = { #Should shift all dejure of all Empires owned at the time.
title_tier = empire
set_de_jure_liege_title = title:h_roman_empire
}
primary_title = {
if = {
limit = {
any_in_de_jure_hierarchy = {
tier = tier_kingdom
OR = {
title:k_france ?= this
title:k_aquitaine ?= this
title:k_brittany ?= this
}
}
}
every_in_de_jure_hierarchy = {
limit = {
tier = tier_kingdom
OR = {
title:k_france ?= this
title:k_aquitaine ?= this
title:k_brittany ?= this
}
}
set_de_jure_liege_title = title:e_france
title:e_france = { set_de_jure_liege_title = title:h_roman_empire }
}
}
every_in_de_jure_hierarchy = {
limit = {
tier = tier_kingdom
}
set_de_jure_liege_title = title:e_germany
title:e_germany = { set_de_jure_liege_title = title:h_roman_empire }
}
}
every_empire = {
limit = {
NOT = { exists = hegemony }
any_de_jure_county = {
percent >= 0.6
holder = {
OR = {
this = root
any_liege_or_above = { this = root }
}
}
}
}
set_de_jure_liege_title = title:h_roman_empire
}
}
split_byzantine_empire_effect = yes
create_title_and_vassal_change = {
type = created
save_scope_as = change
add_claim_on_loss = no
}
title:h_roman_empire = {
change_title_holder = {
holder = root
change = scope:change
}
set_variable = {
name = variable_restored_hre #Used for flavor later.
value = yes
}
copy_title_history = title:e_hre
}
resolve_title_and_vassal_change = scope:change
if = { # Move your Title MaAs to your new title if you have any
limit = {
government_has_mechanic = administrative
primary_title = {
any_title_maa_regiment = { }
}
}
hidden_effect = {
primary_title = { transfer_title_maa_ownership = title:h_roman_empire }
}
}
if = { # If you have founded the Varangian Guard, you get to keep the benefits (you are not likely to have done it here, but better safe than sorry)
limit = {
primary_title = { has_variable = founded_varangian_guard }
}
hidden_effect = {
title:h_roman_empire = { set_variable = founded_varangian_guard }
}
}
hidden_effect = { set_primary_title_to = title:h_roman_empire }
every_held_title = { #Should destroy all other Empires owned at the time.
title_tier = empire
root = { destroy_title = prev }
}
hidden_effect = {
title:h_roman_empire = {
set_coa = e_hre_roman
set_title_color = { 255 255 255 }
}
}
if = { #Automatically move capital to Rome.
limit = {
NOT = { capital_county = { this = title:c_roma } }
exists = title:h_roman_empire.holder
}
hidden_effect = {
if = { #Usurp if not held personally.
limit = {
NOT = { title:c_roma.holder = { this = root } }
}
create_title_and_vassal_change = {
type = returnedAs written in game/common/scripted_effects/00_major_decisions_scripted_effects.txt.
The first 120 of its 139 lines; the rest is in game/common/scripted_effects/00_major_decisions_scripted_effects.txt from line 150.
Where it is used
Every place in common/, events/ and history/ that calls create_roman_empire_holy_scripted_effect.
Decisions (1)
Events (1)
- Holy and Roman
roman_restoration.0003
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.