Scripted effect · The Fate of Iberia files
fp2_struggle_compromise_modifier_rewards_personal_county_effect
fp2_struggle_compromise_modifier_rewards_personal_county_effect = yesgame/common/scripted_effects/03_dlc_fp2_scripted_effects.txt, line 477 (7 lines). No parameters.
fp2_struggle_compromise_modifier_rewards_personal_county_effect is a scripted effect in Crusader Kings III, in the The Fate of Iberia files, written at line 477 of its file. It takes no parameters: fp2_struggle_compromise_modifier_rewards_personal_county_effect = yes. The game's script calls it in 2 places, among them Status Quo (event fp2_struggle.0911) and fp2_struggle_compromise_modifier_rewards_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/03_dlc_fp2_scripted_effects.txt.
The comment above it in the file
Add county modifiers to a single character (used in tooltips)
What it does
- Their capital county:
- The county gains the modifier “Regional Stronghold”
- Development Growth +10%
- Additional fort level +2
- Garrison Size +25%
- The county gains the modifier “Regional Stronghold”
• 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 (7 lines of game script)
fp2_struggle_compromise_modifier_rewards_personal_county_effect = {
capital_county = {
add_county_modifier = {
modifier = fp2_struggle_compromise_defensive_reward_modifier
}
}
}As written in game/common/scripted_effects/03_dlc_fp2_scripted_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls fp2_struggle_compromise_modifier_rewards_personal_county_effect.
Events (1)
- Status Quo
fp2_struggle.0911
Scripted effects (1)
Source: game/common/scripted_effects/03_dlc_fp2_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.