CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
Silk & Silverout Tue, Nov 17What's free, what needs the DLC, price →

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.

Spotted a mistake on this page?