Scripted effect
game_rule_random_ruler_placement_effect
game_rule_random_ruler_placement_effect = yesgame/common/scripted_effects/00_game_rule_effects.txt, line 811 (76 lines). No parameters.
game_rule_random_ruler_placement_effect is a scripted effect in Crusader Kings III, written at line 811 of its file. It takes no parameters: game_rule_random_ruler_placement_effect = yes. The game's script calls it in 1 place, among them on_game_start_after_lobby (on action). Patch 1.20.1.2, from game/common/scripted_effects/00_game_rule_effects.txt.
What it does
game_rule_random_ruler_placement_shuffle_list_effect = { LIST_NAME = random_placement_barons }game_rule_random_ruler_placement_shuffle_list_effect = { LIST_NAME = random_placement_counts }game_rule_random_ruler_placement_shuffle_list_effect = { LIST_NAME = random_placement_dukes }game_rule_random_ruler_placement_shuffle_list_effect = { LIST_NAME = random_placement_emperors_kings }- Every ruler:
- Only some of them (the filter is in the script below)
becomes_independent = { change = scope:change }
• 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 (76 lines of game script)
game_rule_random_ruler_placement_effect = {
every_ruler = {
limit = {
save_temporary_scope_as = ruler_for_list
NOR = {
is_ai = no
any_liege_or_above = {
is_ai = no
dynasty = scope:ruler_for_list.dynasty
}
}
}
if = {
limit = { highest_held_title_tier = tier_barony }
add_to_list = random_placement_barons
}
else_if = {
limit = { highest_held_title_tier = tier_county }
add_to_list = random_placement_counts
}
else_if = {
limit = { highest_held_title_tier = tier_duchy }
add_to_list = random_placement_dukes
}
else = {
add_to_list = random_placement_emperors_kings
}
}
### BARONS SHUFFLE ###
game_rule_random_ruler_placement_shuffle_list_effect = { LIST_NAME = random_placement_barons }
### COUNTS SHUFFLE ###
game_rule_random_ruler_placement_shuffle_list_effect = { LIST_NAME = random_placement_counts }
### DUKES SHUFFLE ###
game_rule_random_ruler_placement_shuffle_list_effect = { LIST_NAME = random_placement_dukes }
### EMPERORS AND KINGS SHUFFLE ###
game_rule_random_ruler_placement_shuffle_list_effect = { LIST_NAME = random_placement_emperors_kings }
### MAKE EXCLAVES INDEPENDENT ###
every_ruler = {
limit = {
top_liege != this
save_temporary_scope_as = exclave_check
NOT = {
any_held_title = {
title_tier = county
any_neighboring_county = {
holder = {
NOR = {
this = scope:exclave_check
target_is_liege_or_above = scope:exclave_check
}
top_liege = scope:exclave_check.top_liege
}
}
}
}
}
create_title_and_vassal_change = {
type = independency
save_scope_as = change
add_claim_on_loss = no
}
becomes_independent = {
change = scope:change
}
resolve_title_and_vassal_change = scope:change
}
}As written in game/common/scripted_effects/00_game_rule_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls game_rule_random_ruler_placement_effect.
On actions (the game's own hooks) (1)
- on_game_start_after_lobby
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.