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

create_roman_empire_italy_scripted_effect

create_roman_empire_italy_scripted_effect = yes

game/common/scripted_effects/00_major_decisions_scripted_effects.txt, line 290 (99 lines). No parameters.

create_roman_empire_italy_scripted_effect is a scripted effect in Crusader Kings III, written at line 290 of its file. It takes no parameters: create_roman_empire_italy_scripted_effect = yes. The game's script calls it in 2 places, among them Restore the Roman Empire (decision) and From Rome to Rome (event roman_restoration.0150). 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_italy
  • 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 (99 lines of game script)
create_roman_empire_italy_scripted_effect = {
	add_trait = augustus
	#Create Roman Empire, shift dejure/history/laws, destroy e_italy.
	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
		}
		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_italy #Used for flavor later.
			value = yes
		}
		copy_title_history = title:e_italy
	}
	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 }
	}
	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 = returned
					save_scope_as = change
					add_claim_on_loss = no
				}
				title:c_roma = {
					change_title_holder = {
						holder = root
						change = scope:change
					}
				}
				resolve_title_and_vassal_change = scope:change
			}
		}
		title:h_roman_empire.holder = { set_realm_capital = title:c_roma }
	}
	hidden_effect = {
		create_story = restoring_roman_provinces_story
		add_character_flag = flag_restorer_of_rome #used for Eulogy.
	}
}

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

Where it is used

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

Events (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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