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

dynasty_perk_secondary_education_trait_effect

dynasty_perk_secondary_education_trait_effect = yes

game/common/scripted_effects/00_education_effects.txt, line 3182 (105 lines). No parameters.

dynasty_perk_secondary_education_trait_effect is a scripted effect in Crusader Kings III, written at line 3182 of its file. It takes no parameters: dynasty_perk_secondary_education_trait_effect = yes. The game's script calls it in 5 places, among them Coming of Age (event coming_of_age.0001), Coming of Age (event coming_of_age.0002) and Coming of Age (event coming_of_age.0003). Patch 1.20.1.2, from game/common/scripted_effects/00_education_effects.txt.

What it does

  • If

    Then

    • 1 of 2 things will happen:
      • 0% (base chance; changed in play) › 1 of 4 things will happen:
      • 100% (base chance; changed in play): Nothing else happens

• 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 (105 lines of game script)
dynasty_perk_secondary_education_trait_effect = {
	if = {
		limit = {
			OR = {
				dynasty ?= { has_dynasty_perk = fp2_urbanism_legacy_2 }
				AND = {
					exists = scope:educator
					scope:educator = {
						dynasty ?= { has_dynasty_perk = fp2_urbanism_legacy_2 }
					}
				}
			}
		}

		# Assign a trait, chance based on the development of the location
		if = {
			limit = { exists = current_travel_plan }
			set_variable = {
				name = chance_for_extra_trait
				value = current_travel_plan.departure_location.county.development_level
			}
		}
		else = {
			set_variable = {
				name = chance_for_extra_trait
				value = location.county.development_level
			}
		}

		random_list = {
			# Success
			0 = {
				modifier = {
					exists = var:chance_for_extra_trait
					add = var:chance_for_extra_trait
				}

				# Select trait now
				random_list = {
					# Level 1: from 50% to 0%
					50 = {
						modifier = {
							add = {
								value =  var:chance_for_extra_trait
								multiply = -0.5
							}
						}
						add_trait = education_republican_knowledge_1
					}

					# Level 2: from 35% to 50%
					35 = {
						modifier = {
							add = {
								value =  var:chance_for_extra_trait
								multiply = 0.05
							}
						}
						add_trait = education_republican_knowledge_2
					}

					# Level 3: from 15% to 30%
					15 = {
						modifier = {
							add = {
								value =  var:chance_for_extra_trait
								multiply = 0.5
							}
						}
						add_trait = education_republican_knowledge_3
					}

					# Level 4: from 0 to 20% chance
					0 = {
						modifier = {
							add = {
								value =  var:chance_for_extra_trait
								multiply = 0.5
							}
						}
						add_trait = education_republican_knowledge_4
					}
				}
			}

			# Failing -  There will be a:
			# 84% chance at development 5
			# 66% chance at development 10
			# 50% chance at development 15
			# 0% chance  once  development level 30 is reached
			30 = {
				modifier = {
					exists = var:chance_for_extra_trait
					add = {
						value = var:chance_for_extra_trait
						multiply = -1
					}
				}
				#nothing happens
			}
		}
		# remove the variable now that it has been used
		remove_variable = chance_for_extra_trait
	}
}

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

Where it is used

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

Events (5)

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

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