Scripted effect
form_outremer_scripted_effect
form_outremer_scripted_effect = yesgame/common/scripted_effects/00_major_decisions_scripted_effects.txt, line 1661 (149 lines). No parameters.
form_outremer_scripted_effect is a scripted effect in Crusader Kings III, written at line 1661 of its file. It takes no parameters: form_outremer_scripted_effect = yes. The game's script calls it in 2 places, among them Form the Outremer Empire (decision) and The Empire of Heaven (event middle_east_decisions.0001). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_major_decisions_scripted_effects.txt.
What it does
- Gain +150 Prestige
- Gain +100 Piety
- Their faith: Fervor increases by +10
- Outremer: Gains the … Title (root)
If
scope:capital_culture != scope:former_cultureNone of these
- scope:former_culture: Their Culture has the Arabic Cultural Pillar
- scope:capital_culture: Their Culture has the Arabic Cultural Pillar
- Their culture:
One of these
is_hybrid_culture = noor
All of these
- The Culture does not have the Arabic Cultural Pillar
None of these
- Any parent culture: The Culture has the Arabic Cultural Pillar
Then
create_hybrid_culture = scope:capital_culture
Else if
None of these
- scope:former_culture: Their Culture has the Arabic Cultural Pillar
- Their culture:
One of these
is_hybrid_culture = noor
All of these
- The Culture does not have the Arabic Cultural Pillar
None of these
- Any parent culture: The Culture has the Arabic Cultural Pillar
Then
create_hybrid_culture = culture:levantine
Else if
- Their culture:
One of these
is_hybrid_culture = noor
All of these
- The Culture does not have the Arabic Cultural Pillar
None of these
- Any parent culture: The Culture has the Arabic Cultural Pillar
Then
create_hybrid_culture = culture:occitan
If
a check the game hides
Then
- Their capital county:
set_county_culture = scope:new_culture
scope:new_culture:If
One of these
- Their Culture has the Frankish Cultural Pillar
or
Any parent culture: Their Culture has the Frankish Cultural Pillar
Then
set_name_list = name_list_outremer
If
NOT = { has_innovation = innovation_men_at_arms }
Then
add_innovation = innovation_men_at_arms
If
NOT = { has_innovation = innovation_desert_tactics }
Then
add_innovation = innovation_desert_tactics
Otherwise
If
a check the game hides
Then
- You will form a …-… Hybrid Culture with the Men-at-Arms and Desert Tactics Innovations
- Their capital county:
• 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)
form_outremer_scripted_effect = {
add_prestige = medium_prestige_gain
add_piety = medium_piety_gain
#Saving Scope to refer to it fervor localization
title:e_outremer = {
save_scope_as = outremer_title
}
faith = {
change_fervor = {
value = substantial_fervor_gain
desc = fervor_gain_formed_outremer
}
}
create_title_and_vassal_change = {
type = created
save_scope_as = change
add_claim_on_loss = no
}
title:e_outremer = {
change_title_holder = {
holder = root
change = scope:change
}
hidden_effect = {
copy_title_history = title:k_jerusalem
}
}
resolve_title_and_vassal_change = scope:change
hidden_effect = { set_primary_title_to = title:e_outremer }
if = { #The Sunni Caliphate is dismantled
limit = {
faith:sunni = { exists = religious_head }
}
root = { destroy_title = title:d_sunni }
}
culture = { save_scope_as = former_culture }
capital_county.title_province.culture = { save_scope_as = capital_culture }
# If the player's capital is Arabic and the player is not, hybridize with the capital culture
if = {
limit = {
scope:capital_culture != scope:former_culture
NOT = { scope:former_culture = { has_cultural_pillar = heritage_arabic } }
scope:capital_culture = { has_cultural_pillar = heritage_arabic }
culture = {
OR = {
is_hybrid_culture = no
AND = {
NOT = { has_cultural_pillar = heritage_arabic }
NOT = { any_parent_culture = { has_cultural_pillar = heritage_arabic } }
}
}
}
}
scope:capital_culture = { save_scope_as = hybrid_culture }
create_hybrid_culture = scope:capital_culture
}
# If the player has not become Arabic, hybridize with Mashiriqi (Levantine)
else_if = {
limit = {
NOT = { scope:former_culture = { has_cultural_pillar = heritage_arabic } }
culture = {
OR = {
is_hybrid_culture = no
AND = {
NOT = { has_cultural_pillar = heritage_arabic }
NOT = { any_parent_culture = { has_cultural_pillar = heritage_arabic } }
}
}
}
}
culture:levantine = { save_scope_as = hybrid_culture }
create_hybrid_culture = culture:levantine
}
# If the player has become Arabic, hybridize with Occitan
else_if = {
limit = {
culture = {
OR = {
is_hybrid_culture = no
AND = {
NOT = { has_cultural_pillar = heritage_arabic }
NOT = { any_parent_culture = { has_cultural_pillar = heritage_arabic } }
}
}
}
}
culture:occitan = { save_scope_as = hybrid_culture }
create_hybrid_culture = culture:occitan
}
#If the player is already a European-Arabic hybrid, just save the existing culture
else = {
scope:former_culture = { save_scope_as = new_culture }
}
if = {
limit = { exists = scope:new_culture }
capital_county = { set_county_culture = scope:new_culture }
scope:new_culture = {
if = {
limit = {
OR = {
has_cultural_pillar = heritage_frankish
any_parent_culture = { has_cultural_pillar = heritage_frankish }
}
}
set_name_list = name_list_outremer
}
if = {
limit = {
NOT = { has_innovation = innovation_men_at_arms }
}
add_innovation = innovation_men_at_arms
}
if = {
limit = {
NOT = { has_innovation = innovation_desert_tactics }As written in game/common/scripted_effects/00_major_decisions_scripted_effects.txt.
The first 120 of its 149 lines; the rest is in game/common/scripted_effects/00_major_decisions_scripted_effects.txt from line 1661.
Where it is used
Every place in common/, events/ and history/ that calls form_outremer_scripted_effect.
Decisions (1)
Events (1)
- The Empire of Heaven
middle_east_decisions.0001
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.