Scripted effect · The Northern Lords files
found_capital_of_rus_scripted_effect
found_capital_of_rus_scripted_effect = yesgame/common/scripted_effects/01_dlc_fp1_scripted_effects.txt, line 280 (52 lines). No parameters.
found_capital_of_rus_scripted_effect is a scripted effect in Crusader Kings III, in the The Northern Lords files, written at line 280 of its file. It takes no parameters: found_capital_of_rus_scripted_effect = yes. The game's script calls it in 4 places, among them Found the Capital of the Rus' (decision), A Capital for all the Rus' (event fp1_major_decisions.0011) and A Capital for all the Rus' (event fp1_major_decisions.0012). Patch 1.20.1.2, from game/common/scripted_effects/01_dlc_fp1_scripted_effects.txt.
What it does
- scope:new_rus_capital.holder: Gain +350 Fame Prestige
scope:new_rus_capital:- If development level less than 5:
change_development_level = { value = 5 subtract = scope:new_rus_capital.development_level }
- Else, if development level less than 8:
change_development_level = { value = 8 subtract = scope:new_rus_capital.development_level }
- Else, if development level less than 12:
change_development_level = { value = 12 subtract = scope:new_rus_capital.development_level }
- If county Control less than 100:
change_county_control = 100
- The county gains the modifier “A Growing Capital” for 20 years
- Popular Opinion +50
- The county gains the modifier “Varangian Capital” for 100 years
- Holding Taxes +50%
- Levy Size +50%
- Development Growth +1/month
If
a check the game hides
Then
- Russia:
set_capital_county = scope:new_rus_capital
- Russia:
- If development level less than 5:
• 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 (52 lines of game script)
found_capital_of_rus_scripted_effect = {
#Reward fame to compensate for reduced development gain.
scope:new_rus_capital.holder = {
add_prestige_experience = major_prestige_gain
}
scope:new_rus_capital = {
#Boost local development a few levels; majority of development gain is handled in the modifiers now.
if = {
limit = { development_level < 5 }
change_development_level = {
value = 5
subtract = scope:new_rus_capital.development_level
}
}
else_if = {
limit = { development_level < 8 }
change_development_level = {
value = 8
subtract = scope:new_rus_capital.development_level
}
}
else_if = {
limit = { development_level < 12 }
change_development_level = {
value = 12
subtract = scope:new_rus_capital.development_level
}
}
#If control is less than full, boost it to full.
if = {
limit = { county_control < full_county_control }
change_county_control = 100
}
#Add county modifier giving solid opinion for a decent chunk of time.
add_county_modifier = {
modifier = capital_of_rus_opinion_modifier
years = 20
}
#Add county modifier giving intense benefits for a century.
add_county_modifier = {
modifier = capital_of_rus_misc_benefits_modifier
years = 100
}
#If this county isn't the de jure capital of e_russia, make it so.
if = {
limit = {
NOT = { this = title:e_russia.title_capital_county }
}
title:e_russia = { set_capital_county = scope:new_rus_capital }
}
}
}As written in game/common/scripted_effects/01_dlc_fp1_scripted_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls found_capital_of_rus_scripted_effect.
Decisions (1)
Events (3)
- A Capital for all the Rus'
fp1_major_decisions.0011 - A Capital for all the Rus'
fp1_major_decisions.0012 - A Capital for all the Rus'
fp1_major_decisions.0013
Source: game/common/scripted_effects/01_dlc_fp1_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.