Scripted effect
found_cadet_house_decision_effect
found_cadet_house_decision_effect = { CHARACTER = … PRESTIGE = … }game/common/scripted_effects/00_decisions_effects.txt, line 3003 (98 lines). Parameters: $CHARACTER$, $PRESTIGE$.
found_cadet_house_decision_effect is a scripted effect in Crusader Kings III, written at line 3003 of its file. A call passes 2 parameters: CHARACTER and PRESTIGE. The game's script calls it in 9 places, among them Create Cadet Branch (decision), Claim (casus belli) and Legendary Adventure (casus belli). Patch 1.20.1.2, from game/common/scripted_effects/00_decisions_effects.txt.
The comment above it in the file
Found Cadet House Effects
What it does
Every line of it is script with no tooltip text: the script is below.
The script as written (98 lines of game script)
found_cadet_house_decision_effect = {
$CHARACTER$ = {
save_scope_as = new_head
add_prestige = $PRESTIGE$
hidden_effect_new_object = {
create_cadet_house_with_name_effect = yes
every_player = {
limit = {
exists = house
scope:new_house ?= house
NOT = { this = $CHARACTER$ }
}
send_interface_toast = {
type = msg_created_new_house
title = created_cadet_branch_toast_new_house_desc
left_icon = scope:new_head
desc = created_cadet_branch_toast_new_house_other_tt
}
}
send_interface_toast = {
type = msg_created_new_house
title = created_cadet_branch_toast_new_house_desc
left_icon = scope:new_head
right_icon = scope:former_house_head
desc = created_cadet_branch_toast_new_house_other_tt
}
}
random_artifact = {
limit = {
var:banner_dynasty ?= $CHARACTER$.dynasty
artifact_owner = {
NOT = { this = $CHARACTER$ }
in_diplomatic_range = $CHARACTER$
}
NOT = {
any_artifact_house_claimant = {
scope:new_house ?= this
}
}
}
save_scope_as = new_branch_dynasty_banner
scope:new_house ?= {
add_house_artifact_claim = scope:new_branch_dynasty_banner
}
}
# Struggle Catalysts
if = {
limit = {
$CHARACTER$ = {
exists = house.house_head
any_character_struggle = {
involvement = involved
phase_has_catalyst = catalyst_cadet_branch_created
}
}
}
every_character_struggle = {
involvement = involved
activate_struggle_catalyst = {
catalyst = catalyst_cadet_branch_created
character = $CHARACTER$
}
log_debug_variable_for_persian_struggle_effect = { VAR = unrest_catalyst_cadet_branch_created }
}
}
if = {
limit = { exists = scope:new_house }
every_child = {
limit = {
has_trait = bastard
is_lowborn = no
dynasty = scope:new_head.dynasty
house = scope:new_house
}
set_house = scope:new_house
}
}
# If eligible, create a cadet branch for admin type governments
if = {
limit = {
government_allows = noble_families
OR = {
highest_held_title_tier >= main_administrative_tier
AND = {
government_has_flag = government_has_county_tier_noble_families
highest_held_title_tier >= tier_county
}
}
}
create_noble_family_effect = { GOVERNMENT_GIVER = this }
change_influence = major_influence_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 found_cadet_house_decision_effect.
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.