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.
Decisions (1)
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)
- … Appointed... …?
ep3_governor_yearly.3020 - … Incursions
ep3_governor_yearly.8170 - …: Early Prevention
physician_epidemic_events.1020 - A Governor's Work
ep3_governor_yearly.8070 - A Shadow Over …
epidemic_events.1100 - A Well-Traveled Tongue
ep3_governor_yearly.3070
27 more
- A Word of Advice
stewardship_wealth.5002 - An Act of …
ep3_governor_yearly.8120 - Avarice and Opportunity
ep3_governor_yearly.8130 - Bubbling Up
ep3_governor_yearly.8150 - Builder, Buyer, Landholder
ep3_governor_yearly.3001 - Checking House …
ep3_governor_yearly.8140 - Conclusion
bp3_survey.0010 - Dynastic Distractions
ep3_governor_yearly.8040 - Early Prevention: Success
physician_epidemic_events.1021 - Early Prevention: Success
physician_epidemic_events.1023 - Early Prevention: Success
physician_epidemic_events.1025 - ep3_emperor_yearly.2310
- Eparch: Fortifying the Capital
ep3_eparch_event.0001 - Eparch: Losing Control
ep3_eparch_event.0005 - Equitable Access
ep3_governor_yearly.8160 - Lively Livestock
stewardship_wealth.5001 - Malignant Magistrate
ep3_governor_yearly.8080 - Our …, Pandemonium
ep3_governor_yearly.3100 - Quiet Times
ep3_governor_yearly.3030 - Still, the … Fights
ep3_governor_yearly.3010 - Taken by the Sea
ep3_governor_yearly.3080 - Taking in the Sights
imperial_examination.1040 - Tempting Coffers
ep3_governor_yearly.8060 - The Emperor's Gold
ep3_emperor_yearly.2200 - The Heart of …
ep3_governor_yearly.3090 - The Saint of …
ep3_emperor_yearly.2150 - Unintended Grace
ep3_governor_yearly.8030
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.