CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect

game_rule_randomize_faith_randomization_effect

game_rule_randomize_faith_randomization_effect = yes

game/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

    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_province
          • set_character_rite = scope:randomized_rite
      • Every courtier or guest:
        • Where:
          • faith = prev.faith
        • set_character_rite = scope:randomized_rite
      • set_character_rite_with_conversion = scope:randomized_rite
      • Every held title:
        • title_tier = county
        • set_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.

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.

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