Scripted effect
hof_ask_for_gold_interaction_effect
hof_ask_for_gold_interaction_effect = yesgame/common/scripted_effects/00_interaction_effects.txt, line 4409 (309 lines). No parameters.
hof_ask_for_gold_interaction_effect is a scripted effect in Crusader Kings III, written at line 4409 of its file. It takes no parameters: hof_ask_for_gold_interaction_effect = yes. The game's script calls it in 2 places, among them Ask for Gold (interaction) and religious_interaction.3 (event). Its body carries 11 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_interaction_effects.txt.
What it does
scope:recipient:- If has Treasury:
If
- scope:actor: Government is a Theocratic-type Government
Then
pay_treasury_or_gold = { target = scope:actor value = hof_ask_for_gold_request_value }
Otherwise
pay_treasury_to_gold = { target = scope:actor value = hof_ask_for_gold_request_value }
- Otherwise:
pay_short_term_gold = { target = scope:actor gold = hof_ask_for_gold_request_value }
- If played by the AI: Opinion: Requested Gold (-20)
If
- If played by the AI:
One of these
- Ai honor less than 0
or
Ai zeal less than -20
- Intrigue more than 15
- No hooked character:
Then
add_hook = { type = favor_hook target = scope:actor }- Due to … high Intrigue, this Interaction demands a Hook
add_piety = { value = miniscule_piety_gain multiply = scope:actor.highest_held_title_tier }
Otherwise
add_piety = { value = minor_piety_gain multiply = scope:actor.highest_held_title_tier }
- If played by the AI:
- If has Treasury:
scope:actor:- If never:
use_hook = scope:recipient
If
- Any vassal:
vassal_stance = zealot
Then
- Every Zealot Vassal (…) loses 10 Opinion of … for 10 years (Disapproves of asking Head of Faith for Gold)
- Any vassal:
If
- scope:actor: Is landed
- The Christian Church:
situation_participant_group:christian_regular_main_power_rulers = { participant_group_has_character = scope:actor }One of these
situation_current_phase = reform_phaseor
situation_current_phase = concord_phase
Then
If
- scope:recipient: Is played by the AI
Then
If
- scope:actor: Is played by the AI
Then
- Gains the modifier “Funded by the Flourishing Church” for 5 years
- Building Construction Cost -2%
- Temple Holding Construction Cost -10%
- Temple Holding Construction Cost -15%
- Building Construction Time -5%
- Will Behave more diligently and energetically
- Gains the modifier “Funded by the Flourishing Church” for 5 years
- Building Construction Cost -2%
- Temple Holding Construction Cost -10%
- Temple Holding Construction Cost -15%
- Building Construction Time -5%
Otherwise
If
- scope:actor: Is played by the AI
Then
- Gains the modifier “Funded by the Flourishing Church” for 10 years
- Building Construction Cost -5%
- Temple Holding Construction Cost -20%
- Temple Holding Construction Cost -25%
- Building Construction Time -15%
- Will Behave more diligently and energetically
Otherwise
- Gains the modifier “Funded by the Flourishing Church” for 10 years
- Building Construction Cost -5%
- Temple Holding Construction Cost -20%
- Temple Holding Construction Cost -25%
- Building Construction Time -15%
- This is caused by the … of The Christian Church
If
- The Christian Church:
situation_participant_group:christian_regular_main_power_rulers = { participant_group_has_character = scope:actor }One of these
situation_current_phase = crusade_phaseor
situation_current_phase = conversion_phase
Then
If
- scope:recipient: Is played by the AI
Then
If
- scope:actor: Is played by the AI
Then
- Gains the modifier “Funded by the Righteous Church” for 5 years
- Military Order Hire Cost -20%
- Levy Reinforcement Rate (Same Faith) +15%
- Tolerance advantage mod +2
- Will Behave more honorably and diligently
- Gains the modifier “Funded by the Righteous Church” for 5 years
- Military Order Hire Cost -20%
- Levy Reinforcement Rate (Same Faith) +15%
- Tolerance advantage mod +2
Otherwise
If
- scope:actor: Is played by the AI
Then
- Gains the modifier “Funded by the Righteous Church” for 10 years
- Military Order Hire Cost -33%
- Levy Reinforcement Rate (Same Faith) +25%
- Tolerance advantage mod +4
- Will Behave more honorably and diligently
Otherwise
- Gains the modifier “Funded by the Righteous Church” for 10 years
- Military Order Hire Cost -33%
- Levy Reinforcement Rate (Same Faith) +25%
- Tolerance advantage mod +4
- This is caused by the … of The Christian Church
- The Christian Church:
If
- The Christian Church:
situation_participant_group:christian_regular_main_power_rulers = { participant_group_has_character = scope:actor }- … (more in the script below)
- The Christian Church:
- … (more in the script below)
• 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)
hof_ask_for_gold_interaction_effect = {
scope:recipient = {
if = {
limit = {
has_treasury = yes
}
if = {
limit = {
scope:actor = {
government_has_flag = government_is_theocracy
}
}
# Theocrats receiving Treasury should should get it as Treasury (it's still church money)
pay_treasury_or_gold = {
target = scope:actor
value = hof_ask_for_gold_request_value
}
}
else = {
# Non-Theocrats receiving Treasury should should receive it as Gold, even if they have Treasury (ex: Admin)
pay_treasury_to_gold = {
target = scope:actor
value = hof_ask_for_gold_request_value
}
}
}
else = {
# Gold sent is always received as Gold (it is not "church money" as a concept)
pay_short_term_gold = {
target = scope:actor
gold = hof_ask_for_gold_request_value
}
}
if = {
limit = {
is_ai = yes
}
add_opinion = {
target = scope:actor
modifier = requested_money_opinion
opinion = -20
}
}
if = {
limit = {
trigger_if = {
limit = {
is_ai = yes
}
OR = {
ai_honor < 0
ai_zeal < low_negative_ai_value
}
}
intrigue > high_skill_rating
NOT = {
any_hooked_character = {
this = scope:actor
}
}
}
add_hook = {
type = favor_hook
target = scope:actor
}
custom_tooltip = ask_for_gold_hook_tt
add_piety = {
value = miniscule_piety_gain
multiply = scope:actor.highest_held_title_tier
}
}
else = {
add_piety = {
value = minor_piety_gain
multiply = scope:actor.highest_held_title_tier
}
}
}
scope:actor = {
if = {
limit = {
scope:hook = no
}
add_piety = major_piety_loss
}
if = {
limit = { always = scope:hook }
use_hook = scope:recipient
}
if = {
limit = {
any_vassal = {
vassal_stance = zealot
}
}
custom_tooltip = zealot_vassal_disapproves_asking_hof_for_gold
hidden_effect = {
every_vassal = {
vassal_stance = zealot
add_opinion = {
target = scope:actor
modifier = zealot_disapproves_of_asking_hof_for_gold_opinion
}
}
}
}
if = {
limit = {
scope:actor = {
is_landed = yes
}
situation:the_christian_church ?= {
situation_participant_group:christian_regular_main_power_rulers = {
participant_group_has_character = scope:actor
}
OR = {
situation_current_phase = reform_phase
situation_current_phase = concord_phase
}
}As written in game/common/scripted_effects/00_interaction_effects.txt.
The first 120 of its 309 lines; the rest is in game/common/scripted_effects/00_interaction_effects.txt from line 4409.
Where it is used
Every place in common/, events/ and history/ that calls hof_ask_for_gold_interaction_effect.
Character interactions (1)
Events (1)
Source: game/common/scripted_effects/00_interaction_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.