Scripted effect
game_rule_randomize_faith_randomization_effect
game_rule_randomize_faith_randomization_effect = yesgame/common/scripted_effects/00_game_rule_effects.txt, line 892 (58 lines). No parameters.
game_rule_randomize_faith_randomization_effect is a scripted effect in Crusader Kings III, written at line 892 of its file. It takes no parameters: game_rule_randomize_faith_randomization_effect = yes. The game's script calls it in 1 place, among them game_rule_randomize_faith_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_game_rule_effects.txt.
What it does
If
- Is not the Head of Faith
- If an Independent Ruler:
faith != liege.faith
Then
If
a check the game hides
Then
If
a check the game hides
Then
- Every pool character:
- Where: Their faith is the same as that of this ruler
province = scope:this_ruler.capital_provinceset_character_rite = scope:randomized_rite
- Every pool character:
- Every courtier or guest:
- Where:
faith = prev.faith
set_character_rite = scope:randomized_rite
- Where:
set_character_rite_with_conversion = scope:randomized_rite- Every held title:
title_tier = countyset_county_rite = scope:randomized_rite
• 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 (58 lines of game script)
game_rule_randomize_faith_randomization_effect = {
if = {
limit = {
NOT = { faith.religious_head ?= this }
trigger_if = {
limit = { top_liege != this }
faith != liege.faith #We don't want to override faiths which "trickled down" via conversion effect
}
}
#Randomize faith
random_in_list = {
list = faiths_list
save_temporary_scope_as = randomized_faith
}
#Randomize rite within that faith
scope:randomized_faith = {
random_faith_rite = {
save_temporary_scope_as = randomized_rite
}
}
if = {
limit = {
exists = scope:randomized_rite
}
#Covert all courtiers, guests, pool characters of same faith
if = {
limit = {
exists = capital_province
}
save_temporary_scope_as = this_ruler
every_pool_character = {
province = scope:this_ruler.capital_province
limit = { faith = scope:this_ruler.faith }
set_character_rite = scope:randomized_rite
}
}
every_courtier_or_guest = {
limit = { faith = prev.faith }
set_character_rite = scope:randomized_rite
}
#Change faith/rite with conversion for chance of trickling down to vassals
set_character_rite_with_conversion = scope:randomized_rite
#Convert every held county
every_held_title = {
title_tier = county
set_county_rite = scope:randomized_rite
}
}
}
}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_randomize_faith_randomization_effect.
Scripted effects (1)
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.