Scripted effect
holding_pre_feudalize_effect
holding_pre_feudalize_effect = yesgame/common/scripted_effects/00_holding_effects.txt, line 1 (48 lines). No parameters.
holding_pre_feudalize_effect is a scripted effect in Crusader Kings III, written at line 1 of its file. It takes no parameters: holding_pre_feudalize_effect = yes. The game's script calls it in 13 places, among them Settle the Steppe (decision), Aid Tribal Development (interaction) and Feudalize Holding (interaction). Patch 1.20.1.2, from game/common/scripted_effects/00_holding_effects.txt.
What it does
- Their county:
- If the county has the modifier “Siberian Permafrost”: The county loses the modifier “Siberian Permafrost”
- Else, if the county has the modifier “Siberian Permafrost”: The county loses the modifier “Siberian Permafrost”
If
prev:holding_is_nomad = yes
- Does not have “was razed” (a variable the game's script sets)
culture != holder.culture
Then
If
- Their culture:
has_same_culture_heritage = prev.holder.culture
Then
- The county gains the modifier “Nomadic Land” for 5 years
- Building Construction Time +100%
- Building Construction Cost +200%
- Holding Construction Cost +200%
- Holding Construction Time +100%
- Monthly county control decline -0.1/month
Otherwise
- The county gains the modifier “Nomadic Land” for 30 years
- Building Construction Time +100%
- Building Construction Cost +200%
- Holding Construction Cost +200%
- Holding Construction Time +100%
- Monthly county control decline -0.1/month
- Their culture:
tgp_silk_road_feudalize_holding_effect = yesIf
holder != scope:actor
Then
- Their holder: Opinion: Grateful (+30)
• 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 (48 lines of game script)
holding_pre_feudalize_effect = {
county = {
if = {
limit = { has_county_modifier = mpo_siberian_permafrost_modifier }
remove_county_modifier = mpo_siberian_permafrost_modifier
}
else_if = {
limit = { has_county_modifier = mpo_siberian_permafrost_modifier_bad }
remove_county_modifier = mpo_siberian_permafrost_modifier_bad
}
if = {
limit = {
prev = { holding_is_nomad = yes }
NOT = { has_variable = was_razed }
culture != holder.culture
}
if = {
limit = { culture = { has_same_culture_heritage = prev.holder.culture } }
add_county_modifier = {
modifier = mpo_feudalize_nomadic_land_modifier
years = 5
}
}
else = {
add_county_modifier = {
modifier = mpo_feudalize_nomadic_land_modifier
years = 30
}
}
}
if = {
limit = { NOT = { exists = scope:actor } }
holder = { save_scope_as = actor }
}
tgp_silk_road_feudalize_holding_effect = yes
if = {
limit = { holder != scope:actor }
holder = {
# Add some opinion to make it worthwhile
add_opinion = {
target = scope:actor
modifier = grateful_opinion
opinion = 30
}
}
}
}
}As written in game/common/scripted_effects/00_holding_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls holding_pre_feudalize_effect.
Decisions (1)
Character interactions (4)
- Aid Tribal Development
- Feudalize Holding
- feudalize_herder_holding_interaction
- feudalize_nomadic_holding_interaction
Great projects (2)
- mandala_capital_01
- minister_project_culture
Source: game/common/scripted_effects/00_holding_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.