Scripted effect
game_rule_exclave_independence_effect
game_rule_exclave_independence_effect = yesgame/common/scripted_effects/00_game_rule_effects.txt, line 1149 (1964 lines). No parameters.
game_rule_exclave_independence_effect is a scripted effect in Crusader Kings III, written at line 1149 of its file. It takes no parameters: game_rule_exclave_independence_effect = yes. The game's script calls it in 2 places, among them game_rule.2 (event) and game_rule.3 (event). Patch 1.20.1.2, from game/common/scripted_effects/00_game_rule_effects.txt.
What it does
If
- Game rule set to “Limited (AI Only)”
- Is played by the AI
None of these
- Any player:
is_vassal_or_below_of = scope:exclaver
- Any player:
Then
- Their capital province’s county › Every connected county:
invert = yesmax_naval_distance = 2000allow_one_county_land_gap = yes
while = { … }- Every in list:
- Where:
holder.primary_title.tier = tier_kingdomNone of these
holder = scope:exclaver- Their holder › Any sub realm title:
- Title tier exactly County
NOT = { is_in_list = disconnected_counties }
- Their holder:
becomes_independent = { change = scope:change }
- Where:
- Every in list:
- Where:
holder.primary_title.tier = tier_duchyNone of these
holder = scope:exclaver- Their holder › Any sub realm title:
- Title tier exactly County
NOT = { is_in_list = disconnected_counties }
- Their holder:
becomes_independent = { change = scope:change }
- Where:
- Every in list:
- Where:
holder.primary_title.tier = tier_countyNone of these
holder = scope:exclaver- Their holder › Any sub realm title:
- Title tier exactly County
NOT = { is_in_list = disconnected_counties }
- Their holder:
becomes_independent = { change = scope:change }
- Where:
- Every in list:
- Where:
One of these
holder.top_liege = scope:exclaveror
holder = scope:exclaver
- Every pool character:
- Where:
is_available_adult = yes
province = scope:county_of_origin.title_province
- Where:
- Every pool character:
- Where:
is_available_adult = yes
province = scope:county_of_origin.holder.capital_province
- Where:
- One random in list:
- Where:
is_available_adult = yeshas_claim_on = scope:county_of_origin- Their faith:
has_dominant_ruling_gender = prev
- Every in list:
- Where:
One of these
holder.top_liege = scope:exclaveror
holder = scope:exclaver
is_connected_to = { target = scope:county_of_origin }NOT = { is_connected_to = { target = scope:exclaver.capital_province.county } }
- Gains the … Title (new county holder)
- Where:
becomes_independent = { change = scope:change }If
- Government is Nomadic
domicile.domicile_culture != scope:new_county_holder.capital_county.culture
Then
- Their domicile:
set_domicile_culture = scope:new_county_holder.capital_county.culture
If
- Government is Nomadic
domicile.domicile_rite != scope:new_county_holder.capital_county.rite
Then
- Their domicile:
set_domicile_rite = scope:new_county_holder.capital_county.rite
- If gold less than 500: They gets +500
- Where:
- Where:
Else if
- Game rule set to “Significant (AI Only)”
- Is played by the AI
None of these
- Any player:
is_vassal_or_below_of = scope:exclaver
- Any player:
Then
- Their capital province’s county › Every connected county:
invert = yesmax_naval_distance = 2000
while = { … }- Every in list:
- Where:
holder.primary_title.tier = tier_kingdomNone of these
holder = scope:exclaver- Their holder › Any sub realm title:
- Title tier exactly County
NOT = { is_in_list = disconnected_counties }
- Their holder:
becomes_independent = { change = scope:change }
- Where:
- Every in list:
- Where:
holder.primary_title.tier = tier_duchyNone of these
holder = scope:exclaver- Their holder › Any sub realm title:
- Title tier exactly County
NOT = { is_in_list = disconnected_counties }
- Their holder:
becomes_independent = { change = scope:change }
- Where:
- Every in list:
- Where:
holder.primary_title.tier = tier_countyNone of these
holder = scope:exclaver- Their holder › Any sub realm title: … (more in the script below)
- … (more in the script below)
- Where:
- … (more in the script below)
- … (more in the script below)
• 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 (120 lines of game script)
game_rule_exclave_independence_effect = {
save_temporary_scope_as = exclaver
if = { # Limited, AI only
limit = {
has_game_rule = ai_limited_exclave_independence
is_ai = yes
NOT = {
any_player = { is_vassal_or_below_of = scope:exclaver }
}
}
remove_character_flag = delayed_cleanse
capital_province.county = {
every_connected_county = { # Start off by making a list of all disconnected Counties
invert = yes
max_naval_distance = 2000
allow_one_county_land_gap = yes
add_to_list = disconnected_counties
}
}
every_in_list = {
list = disconnected_counties
limit = {
any_connected_county = {
NOT = { is_in_list = disconnected_counties }
max_naval_distance = 2000
}
}
add_to_list = cull_naval_connection_counties
}
while = {
limit = {
any_in_list = {
list = cull_naval_connection_counties
}
}
random_in_list = {
list = cull_naval_connection_counties
save_scope_as = cull_origin_county
every_connected_county = {
remove_from_list = cull_naval_connection_counties
remove_from_list = disconnected_counties
}
remove_from_list = cull_naval_connection_counties
remove_from_list = disconnected_counties
}
}
every_in_list = {
list = disconnected_counties
limit = {
target_is_de_jure_liege_or_above = scope:exclaver.primary_title
}
add_to_list = cull_de_jure_connection_counties
}
while = {
limit = {
any_in_list = {
list = cull_de_jure_connection_counties
}
}
random_in_list = {
list = cull_de_jure_connection_counties
save_scope_as = cull_origin_county
every_connected_county = {
remove_from_list = cull_de_jure_connection_counties
remove_from_list = disconnected_counties
}
remove_from_list = cull_de_jure_connection_counties
remove_from_list = disconnected_counties
}
}
every_in_list = { # Release Kings first
list = disconnected_counties
limit = {
holder.primary_title.tier = tier_kingdom
NOR = {
holder = scope:exclaver
holder = {
any_sub_realm_title = {
tier = tier_county
NOT = { is_in_list = disconnected_counties }
}
}
}
}
holder = {
create_title_and_vassal_change = {
type = independency
save_scope_as = change
add_claim_on_loss = yes
}
becomes_independent = {
change = scope:change
}
resolve_title_and_vassal_change = scope:change
}
}
every_in_list = { # Release Dukes second
list = disconnected_counties
limit = {
holder.primary_title.tier = tier_duchy
NOR = {
holder = scope:exclaver
holder = {As written in game/common/scripted_effects/00_game_rule_effects.txt.
The first 120 of its 1964 lines; the rest is in game/common/scripted_effects/00_game_rule_effects.txt from line 1149.
Where it is used
Every place in common/, events/ and history/ that calls game_rule_exclave_independence_effect.
Events (2)
Source: game/common/scripted_effects/00_game_rule_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.