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

fire_governor_long_war_response_events

fire_governor_long_war_response_events = yes

game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt, line 10038 (254 lines). No parameters.

fire_governor_long_war_response_events is a scripted effect in Crusader Kings III, in the Roads to Power files, written at line 10038 of its file. It takes no parameters: fire_governor_long_war_response_events = yes. The game's script calls it in 1 place, among them on_war_started (on action). Patch 1.20.1.2, from game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.

What it does

• 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 (120 lines of game script)
fire_governor_long_war_response_events = {
	if = {
		limit = {
			scope:defender = {
				government_has_mechanic = administrative
				top_liege = this
				any_vassal = {
					is_governor = yes
					NOR = {
						this = scope:attacker
						is_allied_to = scope:attacker
					}
				}
			}
		}
		scope:defender = {
			random_vassal = {
				limit = {
					is_governor = yes
					NOR = {
						this = scope:attacker
						is_allied_to = scope:attacker
					}
				}
				save_scope_as = def_governor_1
				trigger_event = {
					id = ep3_governor_yearly.3010
					months = 24
				}
			}
		}
		scope:defender = {
			random_vassal = {
				limit = {
					is_governor = yes
					NOR = {
						this = scope:attacker
						is_allied_to = scope:attacker
						this = scope:def_governor_1
					}
				}
				save_scope_as = def_governor_2
				trigger_event = {
					id = ep3_governor_yearly.3010
					months = 28
				}
			}
		}
		scope:defender = {
			random_vassal = {
				limit = {
					is_governor = yes
					NOR = {
						this = scope:attacker
						is_allied_to = scope:attacker
						this = scope:def_governor_1
						this = scope:def_governor_2
					}
				}
				save_scope_as = def_governor_3
				trigger_event = {
					id = ep3_governor_yearly.3010
					months = 32
				}
			}
		}
		scope:defender = {
			random_vassal = {
				limit = {
					is_governor = yes
					NOR = {
						this = scope:attacker
						is_allied_to = scope:attacker
						this = scope:def_governor_1
						this = scope:def_governor_2
						this = scope:def_governor_3
					}
				}
				save_scope_as = def_governor_4
				trigger_event = {
					id = ep3_governor_yearly.3010
					months = 36
				}
			}
		}
		scope:defender = {
			random_vassal = {
				limit = {
					is_governor = yes
					NOR = {
						this = scope:attacker
						is_allied_to = scope:attacker
						this = scope:def_governor_1
						this = scope:def_governor_2
						this = scope:def_governor_3
						this = scope:def_governor_4
					}
				}
				save_scope_as = def_governor_5
				trigger_event = {
					id = ep3_governor_yearly.3010
					months = 42
				}
			}
		}
		scope:defender = {
			random_vassal = {
				limit = {
					is_governor = yes
					NOR = {
						this = scope:attacker
						is_allied_to = scope:attacker
						this = scope:def_governor_1
						this = scope:def_governor_2
						this = scope:def_governor_3
						this = scope:def_governor_4
						this = scope:def_governor_5
					}
				}
				save_scope_as = def_governor_6

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

The first 120 of its 254 lines; the rest is in game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt from line 10038.

Where it is used

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

On actions (the game's own hooks) (1)

  • on_war_started

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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