CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
Silk & Silverout Tue, Nov 17What's free, what needs the DLC, price →

Scripted effect

groomed_to_rule_random_skills_effect

groomed_to_rule_random_skills_effect = yes

game/common/scripted_effects/00_diplomacy_perk_effects.txt, line 167 (497 lines). No parameters.

groomed_to_rule_random_skills_effect is a scripted effect in Crusader Kings III, written at line 167 of its file. It takes no parameters: groomed_to_rule_random_skills_effect = yes. The game's script calls it in 2 places, among them Groomed to Rule (lifestyle perk) and childhood_groomed_to_rule_skill_gain_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_diplomacy_perk_effects.txt.

What it does

  • Otherwise › 1 of 5 things will happen:
    • 20%: Nothing else happens
    • 20%: Nothing else happens
    • 20%: Nothing else happens
    • 20%: Nothing else happens
    • 20%: Nothing else happens
  • If

    • scope:skill_to_increase = flag:martial

    Then

    • 1 of 3 things will happen:
      • 33%:
        • add_martial_skill = 1
        • scope:parent › scope:child:
          • add_martial_skill = 1
      • 33%:
        • add_martial_skill = 2
        • scope:parent › scope:child:
          • add_martial_skill = 2
      • 33%:
        • add_martial_skill = 3
        • scope:parent › scope:child:
          • add_martial_skill = 3

    Else if

    • scope:skill_to_increase = flag:intrigue

    Then

    • 1 of 3 things will happen:
      • 33%:
        • add_intrigue_skill = 1
        • scope:parent › scope:child:
          • add_intrigue_skill = 1
      • 33%:
        • add_intrigue_skill = 2
        • scope:parent › scope:child:
          • add_intrigue_skill = 2
      • 33%:
        • add_intrigue_skill = 3
        • scope:parent › scope:child:
          • add_intrigue_skill = 3

    Else if

    • scope:skill_to_increase = flag:diplomacy

    Then

    • 1 of 3 things will happen:
      • 33%:
        • add_diplomacy_skill = 1
        • scope:parent › scope:child:
          • add_diplomacy_skill = 1
      • 33%:
        • add_diplomacy_skill = 2
        • scope:parent › scope:child:
          • add_diplomacy_skill = 2
      • 33%:
        • add_diplomacy_skill = 3
        • scope:parent › scope:child:
          • add_diplomacy_skill = 3

    Else if

    • scope:skill_to_increase = flag:stewardship

    Then

    • 1 of 3 things will happen:
      • 33%:
        • add_stewardship_skill = 1
        • scope:parent › scope:child:
          • add_stewardship_skill = 1
      • 33%:
        • add_stewardship_skill = 2
        • scope:parent › scope:child:
          • add_stewardship_skill = 2
      • 33%:
        • add_stewardship_skill = 3
        • scope:parent › scope:child:
          • add_stewardship_skill = 3

    Else if

    • scope:skill_to_increase = flag:learning

    Then

    • 1 of 3 things will happen:
      • 33%:
        • add_learning_skill = 1
        • scope:parent › scope:child:
          • add_learning_skill = 1
      • 33%:
        • add_learning_skill = 2
        • scope:parent › scope:child:
          • add_learning_skill = 2
      • 33%:
        • add_learning_skill = 3
        • scope:parent › scope:child:
          • add_learning_skill = 3

• 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)
groomed_to_rule_random_skills_effect = {
	save_scope_as = child
	if = {
		limit = {
			trigger_if = {
				limit = { age <= childhood_education_start_age }
				has_trait = rowdy # Default trait for martial ed
			}
			trigger_else_if = {
				limit = { age < adulthood_start_age }
				has_focus = education_martial
			}
			trigger_else = {
				has_trait = education_martial
			}
		}
		save_temporary_scope_value_as = {
			name = skill_to_increase
			value = flag:martial
		}
	}
	else_if = {
		limit = {
			trigger_if = {
				limit = { age <= childhood_education_start_age }
				has_trait = charming # Default trait for intrigue ed
			}
			trigger_else_if = {
				limit = { age < adulthood_start_age }
				has_focus = education_intrigue
			}
			trigger_else = {
				has_trait = education_intrigue
			}
		}
		save_temporary_scope_value_as = {
			name = skill_to_increase
			value = flag:intrigue
		}
	}
	else_if = {
		limit = {
			trigger_if = {
				limit = { age <= childhood_education_start_age }
				has_trait = curious # Default trait for diplomacy ed
			}
			trigger_else_if = {
				limit = { age < adulthood_start_age }
				has_focus = education_diplomacy
			}
			trigger_else = {
				has_trait = education_diplomacy
			}
		}
		save_temporary_scope_value_as = {
			name = skill_to_increase
			value = flag:diplomacy
		}
	}
	else_if = {
		limit = {
			trigger_if = {
				limit = { age <= childhood_education_start_age }
				has_trait = bossy # Default trait for stewardship ed
			}
			trigger_else_if = {
				limit = { age < adulthood_start_age }
				has_focus = education_stewardship
			}
			trigger_else = {
				has_trait = education_stewardship
			}
		}
		save_temporary_scope_value_as = {
			name = skill_to_increase
			value = flag:stewardship
		}
	}
	else_if = {
		limit = {
			trigger_if = {
				limit = { age <= childhood_education_start_age }
				has_trait = pensive # Default trait for learning ed
			}
			trigger_else_if = {
				limit = { age < adulthood_start_age }
				has_focus = education_learning
			}
			trigger_else = {
				has_trait = education_learning
			}
		}
		save_temporary_scope_value_as = {
			name = skill_to_increase
			value = flag:learning
		}
	}
	else = { # Fallback in case something goes wrong
		random_list = {
			1 = {
				save_temporary_scope_value_as = {
					name = skill_to_increase
					value = flag:martial
				}
			}
			1 = {
				save_temporary_scope_value_as = {
					name = skill_to_increase
					value = flag:diplomacy
				}
			}
			1 = {
				save_temporary_scope_value_as = {
					name = skill_to_increase
					value = flag:intrigue
				}
			}
			1 = {
				save_temporary_scope_value_as = {
					name = skill_to_increase

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

The first 120 of its 497 lines; the rest is in game/common/scripted_effects/00_diplomacy_perk_effects.txt from line 167.

Where it is used

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

Lifestyle perks (1)

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

Spotted a mistake on this page?