Scripted effect
holding_pre_tribalize_effect
holding_pre_tribalize_effect = yesgame/common/scripted_effects/00_holding_effects.txt, line 50 (15 lines). No parameters.
holding_pre_tribalize_effect is a scripted effect in Crusader Kings III, written at line 50 of its file. It takes no parameters: holding_pre_tribalize_effect = yes. The game's script calls it in 3 places, among them feudalize_herder_holding_interaction (interaction), feudalize_nomadic_holding_interaction (interaction) and Tribalize Holding (interaction). Patch 1.20.1.2, from game/common/scripted_effects/00_holding_effects.txt.
What it does
- Their county:
If
prev:holding_is_nomad = yes
- Does not have “was razed” (a variable the game's script sets)
culture != 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
• 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 (15 lines of game script)
holding_pre_tribalize_effect = {
county = {
if = {
limit = {
prev = { holding_is_nomad = yes }
NOT = { has_variable = was_razed }
culture != holder.culture
}
add_county_modifier = {
modifier = mpo_feudalize_nomadic_land_modifier
years = 5
}
}
}
}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_tribalize_effect.
Character interactions (3)
- feudalize_herder_holding_interaction
- feudalize_nomadic_holding_interaction
- Tribalize Holding
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.