Scripted effect · The Northern Lords files
elevate_mann_and_the_isles_scripted_effect
elevate_mann_and_the_isles_scripted_effect = yesgame/common/scripted_effects/01_dlc_fp1_scripted_effects.txt, line 374 (107 lines). No parameters.
elevate_mann_and_the_isles_scripted_effect is a scripted effect in Crusader Kings III, in the The Northern Lords files, written at line 374 of its file. It takes no parameters: elevate_mann_and_the_isles_scripted_effect = yes. The game's script calls it in 4 places, among them Elevate the Kingdom of Mann & the Isles (decision), A Kingdom of Pirates (event fp1_major_decisions.0021) and A Kingdom of Pirates (event fp1_major_decisions.0022). Patch 1.20.1.2, from game/common/scripted_effects/01_dlc_fp1_scripted_effects.txt.
What it does
- Their dynasty:
- The dynasty gains the modifier “Legacy of Piracy” for 100 years
- Raid Speed +50%
- Embarkation Cost -50%
- The dynasty gains +2,500 Renown
- The dynasty gains the modifier “Legacy of Piracy” for 100 years
- Mann: Becomes de jure part of Mann and the Isles
- Mann and the Isles: Gains the … Title (founder)
- Isle of Man:
- Their province:
add_province_modifier = elevate_mann_and_the_isles_modifier
- Development level in the county increases by +20
- Their province:
If
NOT = { capital_county = title:c_isle_of_man }
Then
- Isle of Man becomes the realm capital
If
None of these
- title:c_isle_of_man.culture: Their Culture has the North Germanic Cultural Pillar
title:c_isle_of_man.culture = culture:norman
Then
- Isle of Man:
set_county_culture = scope:founder.culture
spawn_army = { … }- Isle of Man:
- The county gains the modifier “The Stolen City” for 100 years
- Building Construction Time -200%
- Building Construction Cost -50%
- The county gains the modifier “The Stolen City” for 100 years
- If completely Controls Northern Isles › Northern Isles: Becomes de jure part of Mann and the Isles
- If completely Controls Isles › Isles: Becomes de jure part of Mann and the Isles
- If completely Controls Strathclyde › Strathclyde: Becomes de jure part of Mann and the Isles
- If government is a Tribal-type Government:
• 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 (107 lines of game script)
elevate_mann_and_the_isles_scripted_effect = {
# You gain the Legacy of Piracy dynasty modifier.
dynasty = {
add_dynasty_modifier = {
modifier = fp1_legacy_of_piracy_modifier
years = 100
}
# Also gain a large amount of dynasty prestige.
add_dynasty_prestige = excessive_dynasty_prestige_gain
}
# Cool nickname distributed elsewhere.
# Mann becomes a kingdom.
title:d_the_isles = { set_de_jure_liege_title = title:k_mann_the_isles }
create_title_and_vassal_change = {
type = created
save_scope_as = title_change
}
title:k_mann_the_isles = {
change_title_holder = {
holder = scope:founder
change = scope:title_change
}
}
resolve_title_and_vassal_change = scope:title_change
# Buff the Isle of Mann.
title:c_isle_of_man = {
# Give it some extra building slots
title_province = {
add_province_modifier = elevate_mann_and_the_isles_modifier
}
# And a decent development boost.
change_development_level = medium_development_level_gain
}
# Make it your capital if it wasn't already.
if = {
limit = {
NOT = { capital_county = title:c_isle_of_man }
}
set_realm_capital = title:c_isle_of_man
}
# And convert it to your culture if it wasn't some flavour of North Germanic.
if = {
limit = {
NOR = {
title:c_isle_of_man.culture = {
has_cultural_pillar = heritage_north_germanic
}
title:c_isle_of_man.culture = culture:norman
}
}
title:c_isle_of_man = { set_county_culture = scope:founder.culture }
}
# Have a huge, terrifying event army.
spawn_army = {
levies = 5000
men_at_arms = {
type = jomsviking_pirates
stacks = 5
}
men_at_arms = {
type = jomsviking_pirates
stacks = 5
}
men_at_arms = {
type = varangian_veterans
stacks = 5
}
men_at_arms = {
type = bondi
stacks = 5
}
men_at_arms = {
type = bondi
stacks = 5
}
location = title:c_isle_of_man.title_province
name = fp1_mann_event_troops
}
# Mann gets a huge modernising boost.
title:c_isle_of_man = {
add_county_modifier = {
modifier = fp1_mann_pirate_capital_modifier
years = 100
}
}
# If completely controlled, you integrate the duchies of the Western Isles, the Northern Isles, and Strathclyde.
## The Western Isles.
if = {
limit = { completely_controls = title:d_northern_isles }
title:d_northern_isles = { set_de_jure_liege_title = title:k_mann_the_isles }
}
## The Northern Isles.
if = {
limit = { completely_controls = title:d_western_isles }
title:d_western_isles = { set_de_jure_liege_title = title:k_mann_the_isles }
}
## Strathclyde.
if = {
limit = { completely_controls = title:d_galloway }
title:d_galloway = { set_de_jure_liege_title = title:k_mann_the_isles }
}
# Plus, if you weren't already, become feudal.
if = {
limit = { government_has_flag = government_is_tribal }
convert_whole_realm_to_feudalism_effect = yes
}
}As written in game/common/scripted_effects/01_dlc_fp1_scripted_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls elevate_mann_and_the_isles_scripted_effect.
Decisions (1)
Events (3)
- A Kingdom of Pirates
fp1_major_decisions.0021 - A Kingdom of Pirates
fp1_major_decisions.0022 - A Kingdom of Pirates
fp1_major_decisions.0023
Source: game/common/scripted_effects/01_dlc_fp1_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.