CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · The Royal Court files

get_artifact_wealth_effect

get_artifact_wealth_effect = yes

game/common/scripted_effects/00_ep1_artifact_creation_effects.txt, line 532 (202 lines). No parameters.

get_artifact_wealth_effect is a scripted effect in Crusader Kings III, in the The Royal Court files, written at line 532 of its file. It takes no parameters: get_artifact_wealth_effect = yes. The game's script calls it in 85 places, among them A Treasured Friend (event mpo_events_tova.0045), An Appeal to the Gods (event coronation_events.1039) and Armorer: Defensive Gifts (event ep2_locale_events.2011). Patch 1.20.1.2, from game/common/scripted_effects/00_ep1_artifact_creation_effects.txt.

What it does

Every line of it is script with no tooltip text: the script is below.

The script as written (120 lines of game script)
get_artifact_wealth_effect = {
	if = {
		limit = {
			NOT = { exists = scope:wealth }
		}
		save_scope_value_as = {
			name = wealth
			value = {
				if = {
					# If our artifact already has a quality, set base wealth equal to 1/4th quality value.
					limit = { exists = scope:quality }
					add = scope:quality
					multiply = 0.25
					round = yes

				}
				else = {
					add = 10 # Otherwise, set base wealth value to 10.
				}

				if = {
					limit = {
						exists = scope:owner
						scope:owner.highest_held_title_tier >= 0
					}
					add = {
						# Add 10 wealth per character tier (up to a max of 50 wealth for emperors)
						value = scope:owner.highest_held_title_tier
						multiply = 10
					}

					# Add up to 25 wealth, scaling with capital's development
					if = {
						limit = {
							exists = scope:owner.capital_county
						}
						scope:owner.capital_county = {
							add = {
								value = development_level
								multiply = 0.25
							}
						}
					}

					# Tribal rulers get a final 50% penalty of all wealth modifiers for crafted artifacts.
					if = {
						limit = { scope:owner = { government_has_flag = government_is_tribal } }
						multiply = 0.50
					}
				}

				if = {
					limit = {
						exists = scope:inspiration_owner
					}
					scope:inspiration_owner = {
						# Bonuses from Buildings
						if = {
							limit = {
								court_owner ?= {
									any_directly_owned_province = {
										has_building_or_higher = smiths_05
									}
								}
							}
							court_owner = {
								every_directly_owned_province = {
									limit = {
										has_building_or_higher = smiths_05
									}
									add = 2
								}
								every_directly_owned_province = {
									limit = {
										has_building_or_higher = smiths_06
									}
									add = 2
								}
								every_directly_owned_province = {
									limit = {
										has_building_or_higher = smiths_07
									}
									add = 2
								}
								every_directly_owned_province = {
									limit = {
										has_building_or_higher = smiths_08
									}
									add = 2
								}
								every_directly_owned_province = {
									limit = {
										has_building_or_higher = blacksmiths_01
									}
									add = 4
								}
								every_directly_owned_province = {
									limit = {
										has_building_or_higher = blacksmiths_02
									}
									add = 8
								}
								every_directly_owned_province = {
									limit = {
										has_building_or_higher = blacksmiths_03
									}
									add = 12
								}
							}
						}
						if = { # Special Mines boost things significantly
							limit = {
								court_owner ?= {
									any_directly_owned_province = {
										has_any_special_mine_trigger = yes
									}
								}
								OR = {
									ep1_character_had_or_has_inspiration_type_trigger = { TYPE = armor }
									ep1_character_had_or_has_inspiration_type_trigger = { TYPE = weapon }

As written in game/common/scripted_effects/00_ep1_artifact_creation_effects.txt.

The first 120 of its 202 lines; the rest is in game/common/scripted_effects/00_ep1_artifact_creation_effects.txt from line 532.

Where it is used

Every place in common/, events/ and history/ that calls get_artifact_wealth_effect.

Events (12)

6 more

Scripted effects inside an event file (1)

  • tribute_mission_1000_set_artifact_reward_effect

Scripted effects (72)

66 more

Source: game/common/scripted_effects/00_ep1_artifact_creation_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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