Scripted effect · Roads to Power files
fire_governor_long_war_response_events
fire_governor_long_war_response_events = yesgame/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
If
scope:defender:- they has administrative government mechanic
- Is an Independent Ruler
- Any vassal:
is_governor = yesNOT = { is_allied_to = scope:attacker }
Then
- scope:defender › One random vassal:
- Where:
is_governor = yesNOT = { is_allied_to = scope:attacker }
- Event ep3_governor_yearly.3010 (after 24 months)
- Where:
- scope:defender › One random vassal:
- Where:
is_governor = yesNOT = { is_allied_to = scope:attacker }
- Event ep3_governor_yearly.3010 (after 28 months)
- Where:
- scope:defender › One random vassal:
- Where:
is_governor = yesNOT = { is_allied_to = scope:attacker }
- Event ep3_governor_yearly.3010 (after 32 months)
- Where:
- scope:defender › One random vassal:
- Where:
is_governor = yesNOT = { is_allied_to = scope:attacker }
- Event ep3_governor_yearly.3010 (after 36 months)
- Where:
- scope:defender › One random vassal:
- Where:
is_governor = yesNOT = { is_allied_to = scope:attacker }
- Event ep3_governor_yearly.3010 (after 42 months)
- Where:
- scope:defender › One random vassal:
- Where:
is_governor = yesNOT = { is_allied_to = scope:attacker }
- Event ep3_governor_yearly.3010 (after 54 months)
- Where:
If
scope:attacker:- they has administrative government mechanic
- Is an Independent Ruler
- Any vassal:
is_governor = yesNOT = { is_allied_to = scope:defender }
Then
- scope:attacker › One random vassal:
- Where:
is_governor = yesNOT = { is_allied_to = scope:defender }
- Event ep3_governor_yearly.3010 (after 24 months)
- Where:
- scope:attacker › One random vassal:
- Where:
is_governor = yesNOT = { is_allied_to = scope:defender }
- Event ep3_governor_yearly.3010 (after 28 months)
- Where:
- scope:attacker › One random vassal:
- Where:
is_governor = yesNOT = { is_allied_to = scope:defender }
- Event ep3_governor_yearly.3010 (after 32 months)
- Where:
- scope:attacker › One random vassal:
- Where:
is_governor = yesNOT = { is_allied_to = scope:defender }
- Event ep3_governor_yearly.3010 (after 36 months)
- Where:
- scope:attacker › One random vassal:
- Where:
is_governor = yesNOT = { is_allied_to = scope:defender }
- Event ep3_governor_yearly.3010 (after 42 months)
- Where:
- scope:attacker › One random vassal:
- Where:
is_governor = yesNOT = { is_allied_to = scope:defender }
- Event ep3_governor_yearly.3010 (after 54 months)
- Where:
• 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_6As 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.