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

diverged_faith_starting_fervor_effect

diverged_faith_starting_fervor_effect = yes

game/common/scripted_effects/00_religion_effects.txt, line 339 (6 lines). No parameters.

diverged_faith_starting_fervor_effect is a scripted effect in Crusader Kings III, written at line 339 of its file. It takes no parameters: diverged_faith_starting_fervor_effect = yes. The game's script calls it in 1 place, among them on_faith_created (on action). Patch 1.20.1.2, from game/common/scripted_effects/00_religion_effects.txt.

The comment above it in the file

Faith scope. A faith created by a rite diverging too far starts at 0 fervor - kindle it to the baseline.

What it does

  • Fervor increases by +50

• 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 (6 lines of game script)
diverged_faith_starting_fervor_effect = {
	change_fervor = {
		value = diverged_faith_starting_fervor_value
		desc = fervor_gain_diverged_faith
	}
}

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

Where it is used

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

On actions (the game's own hooks) (1)

  • on_faith_created

Source: game/common/scripted_effects/00_religion_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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