CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · Roads to Power files

damage_governor_efficiency_success_effect

damage_governor_efficiency_success_effect = yes

game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt, line 10690 (55 lines). No parameters.

damage_governor_efficiency_success_effect is a scripted effect in Crusader Kings III, in the Roads to Power files, written at line 10690 of its file. It takes no parameters: damage_governor_efficiency_success_effect = yes. The game's script calls it in 2 places, among them Undermine Governance (interaction) and damage_governor_efficiency_duel_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.

What it does

  • scope:recipient:
    • If has the Modifier: Bolstered Governance: Loses “Bolstered Governance”
    • Otherwise: Gains the modifier “Undermined Governance” for 10 years
    • If played by the AI: Opinion: Undermined My Governance

• 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 (55 lines of game script)
damage_governor_efficiency_success_effect = {
	scope:recipient ?= {
		send_interface_toast = {
			type = event_toast_effect_bad
			title = damage_efficiency_success_desc
			left_icon = scope:actor
			if = {
				limit = { has_character_modifier = ep3_boost_efficiency_modifier }
				remove_character_modifier = ep3_boost_efficiency_modifier
				if = {
					limit = { var:ep3_governor_efficiency_stack = 1 }
					remove_variable = ep3_governor_efficiency_stack
				}
				else = {
					change_variable = {
						name = ep3_governor_efficiency_stack
						add = -1
					}
				}
			}
			else = {
				add_character_modifier = {
					modifier = ep3_damage_efficiency_modifier
					years = 10
				}
				if = {
					limit = { has_variable = ep3_governor_efficiency_stack }
					set_variable = {
						name = ep3_governor_efficiency_stack
						value = {
							value = scope:recipient.var:ep3_governor_efficiency_stack
							add = 1
							max = 5
						}
						years = 10
					}
				}
				else = {
					set_variable = {
						name = ep3_governor_efficiency_stack
						value = 1
						years = 10
					}
				}
			}
			if = {
				limit = { is_ai = yes }
				add_opinion = {
					target = scope:actor
					modifier = damaged_efficiency_opinion
				}
			}
		}
	}
}

As written in game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.

Where it is used

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

Character interactions (1)

Source: game/common/scripted_effects/07_dlc_ep3_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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