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

imprison_tyranny_effect

imprison_tyranny_effect = yes

game/common/scripted_effects/00_prison_effects.txt, line 2645 (84 lines). No parameters.

imprison_tyranny_effect is a scripted effect in Crusader Kings III, written at line 2645 of its file. It takes no parameters: imprison_tyranny_effect = yes. The game's script calls it in 3 places, among them … Imprison (interaction), Imprison (interaction) and imprison_character_effect (scripted effect). Its body carries 2 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_prison_effects.txt.

The comment above it in the file

Add tyranny if you don't have a justifiable reason

What it does

  • If

    a check the game hides

    Then

    • If

      • has_imprisonment_reason = scope:recipient

      Then

      • consume_imprisonment_reasons = scope:recipient

      Otherwise

      • change_strife_opinion = medium_strife_gain

    Else if

    • has_imprisonment_reason = scope:recipient

    Then

    • … … a known Criminal (…), allowing … to imprison … without being viewed as a Tyrant

    Else if

    • One of these

      • NOT = { exists = scope:recipient }
      • or

        is_at_war_with = scope:recipient

    Then

    • As … … a fair reason, no one will think … a Tyrant

    Otherwise

• 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 (84 lines of game script)
imprison_tyranny_effect = {

	# Normalize scopes for tooltip loc, because there is no god nor consistency
	if = {
		limit = {
			exists = scope:imprisoner
			NOT = { exists = scope:actor }
		}
		scope:imprisoner = {
			save_scope_as = actor
			save_scope_as = puppet_or_actor
		}
	}
	if = {
		limit = {
			exists = scope:puppet_or_actor
			NOT = { exists = scope:imprisoner }
		}
		scope:puppet_or_actor = { save_scope_as = imprisoner }
	}
	if = {
		limit = {
			exists = scope:imprisonment_target
			NOT = { exists = scope:recipient }	
		}
		scope:imprisonment_target = { save_scope_as = recipient }
	}
	if = {
		limit = {
			exists = scope:recipient
			NOT = { exists = scope:imprisonment_target }	
		}
		scope:recipient = { save_scope_as = imprisonment_target }
	}

	# Determine if tyrannical or not
	# Should use strife
	if = {
		limit = { exists = scope:use_strife_not_tyranny }
		# If you have revocation reason, we allow that.
		if = {
			limit = { has_imprisonment_reason = scope:recipient }
			consume_imprisonment_reasons = scope:recipient
		}
		else = { change_strife_opinion = medium_strife_gain }
	}
	# Got good reason
	else_if = {
		limit = {
			has_imprisonment_reason = scope:recipient
		}
		custom_tooltip = IS_ALLOWED_TO_IMPRISON_DESC

	}
	# Is at war or edge-case pondering general imprisonment
	else_if = {
		limit = {
			OR = {
				NOT = { exists = scope:recipient }
				is_at_war_with = scope:recipient
			}
		}
		custom_tooltip = IS_ALLOWED_TO_IMPRISON_NO_RECIPIENT_DESC
	}

	else = {
		add_tyranny = imprisonment_tyranny_gain
		if = {
			limit = {
				scope:recipient = {
					is_landed = yes
					is_alive = yes
				}
			}
			if = {
				limit = {
					has_legitimacy = yes
					this = top_liege
				}
				add_legitimacy = miniscule_legitimacy_loss
			}
		}
	}
}

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

Where it is used

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

Character interactions (2)

Scripted effects (1)

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

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