CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · Roads to Power files

increase_governance_effect

increase_governance_effect = { VALUE = … }

game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt, line 3449 (44 lines). Parameters: $VALUE$.

increase_governance_effect is a scripted effect in Crusader Kings III, in the Roads to Power files, written at line 3449 of its file. A call passes 1 parameter: VALUE. The game's script calls it in 85 places, among them Conduct Patrols in Governorship (decision), A Confusion of Tongues (contract) and An Evil Presence (contract). Patch 1.20.1.2, from game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.

What it does

• 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 (44 lines of game script)
increase_governance_effect = {
	# VALUE - The amount of XP added to the Governor trait/increased chance to gain the Governor trait
	save_scope_value_as = {
		name = governor_xp_gain
		value = {
			value = $VALUE$
			if = {
				limit = {
					exists = scope:task_contract
				}
				multiply = governance_task_contract_tier_value

				if = {
					limit = {
						$VALUE$ > 0
						domicile ?= { has_domicile_parameter = estate_governor_trait_xp_bonus_for_contracts }
					}
					multiply = {
						value = 1
						add = estate_governance_contract_bonus_value
					}
				}
			}
		}
	}
	# Double-check if you have the governor trait - If not, let's make sure you get it
	if = {
		limit = {
			NOT = { has_trait = governor }
			is_governor = yes
		}
		add_trait = governor
	}
	# If you have the trait, let's increase your XP for it
	else_if = {
		limit = {
			has_trait = governor
		}
		add_trait_xp = {
			trait = governor
			value = scope:governor_xp_gain
		}
	}
}

As written in game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.

Where it is used

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

Task contracts (39)

  • A Confusion of Tongues
  • An Evil Presence
  • bountiful_harvest
  • Burdensome Taxes
  • Buried Treasure
  • Contested Inheritance
33 more
  • Crumbling Bridge
  • Dam in Disrepair
  • Dangerous Trade
  • Destroyed by Nature
  • Discontent Soldiers
  • Doddering Magistrate
  • Escaped Justice
  • Food Shortage
  • Fraud in Broad Daylight
  • Hoarding Grain
  • Hungry Times
  • Inept Mayor
  • Irregular Accounting
  • Jail Inspection
  • Lines in the Soil
  • Miraculous Healing
  • Missing Equipment
  • Monopoly in the Marketplace
  • Potent Physick
  • Predatory Beasts
  • Provincial Investment
  • Public Land
  • Quaking in Panic
  • Raiding Peasants
  • Reapers of Ruin
  • Salt Smugglers
  • Seditious Storytelling
  • The Mad Prophet
  • Titles for Sale
  • Treating the Unfortunate
  • Unsanctioned Deity
  • Wartime Measures
  • Weaponize Monks

Great projects (6)

  • Compel Religious Uniformity
  • grand_canals
  • Mass Conversion
  • minister_project_culture
  • minister_project_development
  • minister_project_establish_control

Events (33)

27 more

Scripted effects inside an event file (2)

  • ep3_interactions_events_0601_ally_success
  • ep3_interactions_events_0601_hook

On actions (the game's own hooks) (1)

  • on_building_completed

Source: game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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