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

holding_pre_feudalize_effect

holding_pre_feudalize_effect = yes

game/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:
      • 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
    • tgp_silk_road_feudalize_holding_effect = yes
    • If

      • 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)

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.

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