CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · The Northern Lords files

elevate_mann_and_the_isles_scripted_effect

elevate_mann_and_the_isles_scripted_effect = yes

game/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
  • 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
  • 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%
  • 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.

Events (3)

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.

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