Scripted effect
form_portugal_decision_effects
form_portugal_decision_effects = yesgame/common/scripted_effects/00_decisions_effects.txt, line 436 (118 lines). No parameters.
form_portugal_decision_effects is a scripted effect in Crusader Kings III, written at line 436 of its file. It takes no parameters: form_portugal_decision_effects = yes. The game's script calls it in 2 places, among them Form Portugal (decision) and The Kingdom of Portugal (event iberia_north_africa.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_decisions_effects.txt.
What it does
- …, …, …, and … become De Jure part of the …
- Portugal: Gains the … Title (root)
- If their culture is not Portuguese:
- Portuguese:
get_all_innovations_from = scope:portugal_former.culture
- Adopts the Portuguese Culture
- Every … Heritage subject in … Portuguese realm: Adopts the Portuguese Culture
- Portuguese:
- Every … Heritage county in the Kingdom of Portugal:
- Where:
- Title tier exactly County
- Their culture: The Culture has the Iberian Cultural Pillar
One of these
de_jure_liege = title:d_portoor
de_jure_liege = title:d_coimbraor
de_jure_liege = title:d_bejaor
de_jure_liege = title:d_algarve
set_county_culture = culture:portuguese
- Where:
- Every other county in the Kingdom of Portugal:
- Only some of them (the filter is in the script below)
- 50% chance of:
set_county_culture = culture:portuguese
- Portuguese:
add_random_innovation = culture_group_militaryadd_random_innovation = culture_group_civic
- Gain +750 Prestige
• 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 (118 lines of game script)
form_portugal_decision_effects = {
#Create the title and set proper de jure
hidden_effect = {
title:d_porto = {
save_scope_as = title_d_porto
set_de_jure_liege_title = title:k_portugal
}
title:d_coimbra = {
save_scope_as = title_d_coimbra
set_de_jure_liege_title = title:k_portugal
}
title:d_beja = {
save_scope_as = title_d_beja
set_de_jure_liege_title = title:k_portugal
}
title:d_algarve = {
save_scope_as = title_d_algarve
set_de_jure_liege_title = title:k_portugal
}
title:k_portugal = {
save_scope_as = title_k_portugal
}
}
custom_tooltip = form_portugal_decision_effects_de_jure_tt
create_title_and_vassal_change = {
type = created
save_scope_as = title_change
add_claim_on_loss = no
}
title:k_portugal = {
change_title_holder = {
holder = root
change = scope:title_change
}
save_scope_as = title_k_portugal
}
resolve_title_and_vassal_change = scope:title_change
if = {
limit = {
highest_held_title_tier < tier_empire
primary_title != title:k_portugal
}
set_primary_title_to = title:k_portugal
}
hidden_effect = {
if = {
limit = { has_global_variable = fp2_struggle_compromise_ending }
title:k_portugal = { fp2_struggle_compromise_create_new_empire_effect = yes }
}
}
#Covert self & court to portuguese culture
if = {
limit = { NOT = { has_culture = culture:portuguese } }
every_courtier = {
limit = { has_same_culture_as = scope:portugal_former }
add_to_list = convert_list
}
#transfer over innovations from previous culture.
culture:portuguese = {
hidden_effect = { reset_culture_creation_date = yes }
get_all_innovations_from = scope:portugal_former.culture
}
set_culture = culture:portuguese
every_in_list = {
list = convert_list
custom = portguese_convert_list #This says "every subject in the realm" even though vassals and their courts only covert later, through event
set_culture = culture:portuguese
}
}
# Convert Iberian counties to Portugese culture
every_sub_realm_county = {
limit = {
tier = tier_county
culture = { has_cultural_pillar = heritage_iberian }
OR = {
de_jure_liege = title:d_porto
de_jure_liege = title:d_coimbra
de_jure_liege = title:d_beja
de_jure_liege = title:d_algarve
}
}
custom = portugese_convert_iberian_counties
set_county_culture = culture:portuguese
}
every_sub_realm_county = {
limit = {
tier = tier_county
NOT = { culture = { has_cultural_pillar = heritage_iberian } }
OR = {
de_jure_liege = title:d_porto
de_jure_liege = title:d_coimbra
de_jure_liege = title:d_beja
de_jure_liege = title:d_algarve
}
}
custom = portugese_convert_non_iberian_counties
random = {
chance = 50
set_county_culture = culture:portuguese
}
}
#Innovations
culture:portuguese = {
add_random_innovation = culture_group_military
add_random_innovation = culture_group_civic
}
#Prestige
add_prestige = massive_prestige_gain
}As written in game/common/scripted_effects/00_decisions_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls form_portugal_decision_effects.
Decisions (1)
Events (1)
- The Kingdom of Portugal
iberia_north_africa.0001
Source: game/common/scripted_effects/00_decisions_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.