CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · Roads to Power files

ep3_missionary_effect

ep3_missionary_effect = { LOCATION = … PREACHER = … }

game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt, line 9319 (54 lines). Parameters: $LOCATION$, $PREACHER$.

ep3_missionary_effect is a scripted effect in Crusader Kings III, in the Roads to Power files, written at line 9319 of its file. A call passes 2 parameters: LOCATION and PREACHER. The game's script calls it in 1 place, among them ep3_hasan_missionary_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.

What it does

  • If

    • One of these

      • $LOCATION$.religion = $PREACHER$.religion
      • or

        $LOCATION$.faith = { has_doctrine_parameter = unreformed }
      • or

        character:41702 ?= $PREACHER$

    Then

    • $LOCATION$ = { set_county_faith = $PREACHER$.faith set_county_rite = $PREACHER$.rite }

    Else if

    • $PREACHER$ = { … }
    • $LOCATION$.religion = { … }

    Then

    • $LOCATION$ = { … }

    Otherwise

    • $LOCATION$ = { … }

• 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 (54 lines of game script)
ep3_missionary_effect = {
	# Same religion or unreformed or Hasan, convert to the preacher's faith
	if = {
		limit = {
			OR = {
				$LOCATION$.religion = $PREACHER$.religion
				$LOCATION$.faith = { has_doctrine_parameter = unreformed }
				character:41702 ?= $PREACHER$
			}
		}
		$LOCATION$ = {
			set_county_faith = $PREACHER$.faith
			set_county_rite = $PREACHER$.rite
		}
	}
	# Preacher is Gnostic, convert the locals to a regionally appropriate form of Gnosticism
	else_if = {
		limit = {
			$PREACHER$ = {
				OR = {
					rite = { rite_has_tenet = tenet_gnosticism }
					faith = { has_doctrine = special_doctrine_is_gnostic_faith }
				}
			}
			$LOCATION$.religion = {
				any_faith = {
					main_rite = { rite_has_tenet = tenet_gnosticism }
				}
			}
		}
		$LOCATION$ = {
			religion = {
				random_faith = {
					limit = {
						OR = {
							main_rite = { rite_has_tenet = tenet_gnosticism }
							has_doctrine = special_doctrine_is_gnostic_faith
						}
					}
					$LOCATION$ = { set_county_faith = prev }
				}
			}
		}
	}
	# Otherwise, reduce popular opinion
	else = {
		$LOCATION$ = {
			add_county_modifier = {
				modifier = ep3_religious_doubts
				years = 15
			}
		}
	}
}

As written in game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.

Where it is used

Every place in common/, events/ and history/ that calls ep3_missionary_effect.

Scripted effects (1)

Source: game/common/scripted_effects/07_dlc_ep3_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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