CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · Legends of the Dead files

faction_war_end_defeat_legitimacy_effect

faction_war_end_defeat_legitimacy_effect = yes

game/common/scripted_effects/06_dlc_ce1_legitimacy_effects.txt, line 250 (66 lines). No parameters.

faction_war_end_defeat_legitimacy_effect is a scripted effect in Crusader Kings III, in the Legends of the Dead files, written at line 250 of its file. It takes no parameters: faction_war_end_defeat_legitimacy_effect = yes. The game's script calls it in 17 places, among them Ceremonial Claimant Faction (casus belli), Claimant Faction (casus belli) and Depose (casus belli). Patch 1.20.1.2, from game/common/scripted_effects/06_dlc_ce1_legitimacy_effects.txt.

The comment above it in the file

LEGITIMACY FOR LOSING A FACTION WAR

What it does

  • scope:attacker:
  • scope:defender:
    • If

      • is_valid_for_legitimacy_change = yes
      • scope:attacker:
        • Not all of these

          • is_leading_faction_type = claimant_faction
          • joined_faction.special_title = title:h_china

      Then

      • If

        • scope:attacker:
          • One of these

            • is_leading_faction_type = peasant_faction
            • or

              is_leading_faction_type = claimant_faction
            • or

              is_leading_faction_type = populist_faction

        Then

        Otherwise

• 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 (66 lines of game script)
faction_war_end_defeat_legitimacy_effect = {
	scope:attacker = {
		if = {
			limit = { is_valid_for_legitimacy_change = yes }
			send_interface_toast = {
				type = msg_legitimacy_gain
				title = legitimacy_gain_toast
				left_icon = scope:attacker
				right_icon = scope:defender
				add_legitimacy = minor_legitimacy_gain
			}
		}
	}
	scope:defender = {
		if = {
			limit = {
				is_valid_for_legitimacy_change = yes
				#prevent China from falling into Chaos when the Hegemony is claimed by not removing the legitimacy
				scope:attacker = {
					NAND = {
						is_leading_faction_type = claimant_faction
						joined_faction.special_title = title:h_china
					}
				}
			}
			if = {
				limit = {
					scope:attacker = {
						OR = {
							is_leading_faction_type = peasant_faction
							is_leading_faction_type = claimant_faction
							is_leading_faction_type = populist_faction
						}
					}
				}
				send_interface_toast = {
					type = event_toast_effect_bad
					title = legitimacy_loss_toast
					left_icon = scope:defender
					right_icon = scope:attacker
					add_legitimacy = major_legitimacy_loss
				}
			}
			else = {
				send_interface_toast = {
					type = event_toast_effect_bad
					title = legitimacy_loss_toast
					left_icon = scope:defender
					right_icon = scope:attacker
					if = {
						limit = {
							has_nomadic_legitimacy = yes
						}
						add_legitimacy = {
							value = medium_legitimacy_loss
							multiply = 2
						}
					}
					else = {
						add_legitimacy = medium_legitimacy_loss
					}
				}
			}
		}
	}
}

As written in game/common/scripted_effects/06_dlc_ce1_legitimacy_effects.txt.

Where it is used

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

Source: game/common/scripted_effects/06_dlc_ce1_legitimacy_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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