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

education_point_acquisition_support_effect

education_point_acquisition_support_effect = { SKILL = … }

game/common/scripted_effects/00_education_effects.txt, line 249 (190 lines). Parameters: $SKILL$.

education_point_acquisition_support_effect is a scripted effect in Crusader Kings III, written at line 249 of its file. A call passes 1 parameter: SKILL. The game's script calls it in 1 place, among them education_point_acquisition_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_education_effects.txt.

What it does

  • 1 of 2 things will happen:
    • 60% (base chance; changed in play): Nothing else happens
    • 40% (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 (120 lines of game script)
education_point_acquisition_support_effect = {
	#Save educator
	if = {
		limit = {
			any_relation = {
				type = guardian
				always = yes
			}
		}
		random_relation = {
			type = guardian
			save_scope_as = educator
		}
	}
	else_if = {
		limit = {
			court_owner ?= { employs_court_position = court_tutor_court_position }		
		}
		court_owner = { 
			random_court_position_holder = {
				type = court_tutor_court_position
				save_scope_as = educator
			}
		}
	}
	else_if = {
		limit = {
			court_owner ?= { employs_court_position = court_guru_court_position }		
		}
		court_owner = { 
			random_court_position_holder = {
				type = court_guru_court_position
				save_scope_as = educator
			}
		}
	}

	#Set variables if they don't exist
	if = {
		limit = {
			NOT = { has_variable = education_$SKILL$_variable }
		}
		set_variable = {
			name = education_$SKILL$_variable
			value = 0
		}
	}

	#Randomize success or failure
	random_list = {
		#Success
		60 = {
			#Child intelligence
			modifier = {
				has_trait = intellect_good_3
				add = 20
			}
			modifier = {
				has_trait = intellect_good_2
				add = 15
			}
			modifier = {
				OR = {
					has_trait = intellect_good_1
					has_trait = shrewd
				}
				add = 10
			}
			#Educator intelligence & skill
			modifier = {
				exists = scope:educator
				add = {
					scope:educator = {
						#Intelligence
						if = {
							limit = { has_trait = intellect_good_3 }
							value = 15
						}
						else_if = {
							limit = { has_trait = intellect_good_2 }
							value = 10
						}
						else_if = {
							limit = {
								OR = {
									has_trait = intellect_good_1
									has_trait = shrewd
								}
							}
							value = 5
						}
						#Specific skill
						add = {
							value = $SKILL$
							multiply = educator_skill_modifier_factor
						}
						#Learning skill
						add = {
							value = learning
							multiply = educator_learning_skill_modifier_factor
						}
						#Storyteller tradition
						if = {
							limit = { culture = { has_cultural_parameter = better_ward_education } }
							value = 10
						}
					}
				}
			}

			#Affinity
			modifier = {
				has_$SKILL$_education_affinity_childhood_trait_trigger = yes
				add = matching_childhood_trait_modifier_value
			}

			#Disaffinity
			modifier = {
				has_$SKILL$_education_disaffinity_childhood_trait_trigger = yes
				add = mismatching_childhood_trait_modifier_value

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

The first 120 of its 190 lines; the rest is in game/common/scripted_effects/00_education_effects.txt from line 249.

Where it is used

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

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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