Scripted effect
favour_the_countryside_basques_decision_pluralist_path_scripted_effect
favour_the_countryside_basques_decision_pluralist_path_scripted_effect = yesgame/common/scripted_effects/00_major_decisions_scripted_effects.txt, line 4093 (46 lines). No parameters.
favour_the_countryside_basques_decision_pluralist_path_scripted_effect is a scripted effect in Crusader Kings III, written at line 4093 of its file. It takes no parameters: favour_the_countryside_basques_decision_pluralist_path_scripted_effect = yes. The game's script calls it in 3 places, among them Champion the Faith of the Country Basques (decision), A Return to the Countryside (event iberia_north_africa.0121) and A Return to the Countryside (event iberia_north_africa.0122). Patch 1.20.1.2, from game/common/scripted_effects/00_major_decisions_scripted_effects.txt.
What it does
- Era Zaharrak:
remove_tenet = tenet_christian_syncretismadd_tenet = tenet_islamic_syncretism- Fervor decreases by -50
- Every neighboring Islamic Ruler: Opinion: Pleased (+30)
- Gains the modifier “Friend of the Old Ways”
- Same Faith Opinion +5
- Realm Priest Opinion +10
- Monthly Piety +5%
• 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 (46 lines of game script)
favour_the_countryside_basques_decision_pluralist_path_scripted_effect = {
faith:basque_pagan = {
# First, we mostly only need to remove Christian Syncretism & replace it with Islamic Syncretism.
remove_tenet = tenet_christian_syncretism
add_tenet = tenet_islamic_syncretism
# Then set the faith's fervour to a middling/low level, since you've messed with it.
change_fervor = {
value = major_fervor_loss
desc = fervour_loss_temporal_meddling
}
}
# Bonus opinion with every neighbouring Islamic ruler & their vassals, who appreciate the direction you're going in.
## Compile a list.
top_liege = {
if = {
limit = { religion = religion:islam_religion }
add_to_list = pleased_rulers
}
every_vassal_or_below = {
limit = { religion = religion:islam_religion }
add_to_list = pleased_rulers
}
}
every_neighboring_and_across_water_top_liege_realm_owner = {
if = {
limit = { religion = religion:islam_religion }
add_to_list = pleased_rulers
}
every_vassal_or_below = {
limit = { religion = religion:islam_religion }
add_to_list = pleased_rulers
}
}
## And apply some opinions.
every_in_list = {
list = pleased_rulers
custom = favour_the_countryside_basques_decision.tt.all_neighbouring_islamic_rulers
add_opinion = {
target = scope:religious_leader
modifier = pleased_opinion
opinion = 30
}
}
# We get a small modifier for clergy approval, since they're a bit peeved at the tenet-messing.
add_character_modifier = fp2_friend_of_the_old_ways_modifier
}As written in game/common/scripted_effects/00_major_decisions_scripted_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls favour_the_countryside_basques_decision_pluralist_path_scripted_effect.
Decisions (1)
Events (2)
- A Return to the Countryside
iberia_north_africa.0121 - A Return to the Countryside
iberia_north_africa.0122
Source: game/common/scripted_effects/00_major_decisions_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.