CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
Silk & Silverout Tue, Nov 17What's free, what needs the DLC, price →

Scripted effect

linguist_bonus_culture_effect

linguist_bonus_culture_effect = { CULTURE = … }

game/common/scripted_effects/00_decisions_effects.txt, line 3127 (100 lines). Parameters: $CULTURE$.

linguist_bonus_culture_effect is a scripted effect in Crusader Kings III, written at line 3127 of its file. A call passes 1 parameter: CULTURE. The game's script calls it in 2 places, among them Linguists at Court (event ep1_decision.0201) and When Minds Collide (event ep1_flavor.2070). Patch 1.20.1.2, from game/common/scripted_effects/00_decisions_effects.txt.

What it does

Every line of it is script with no tooltip text: the script is below.

The script as written (100 lines of game script)
linguist_bonus_culture_effect = {
	if = {
		limit = { exists = scope:$CULTURE$ }
		if = {
			limit = {
				any_culture_global = {
					exists = culture_head
					has_same_culture_heritage = scope:$CULTURE$
					NOR = {
						has_same_culture_language = scope:$CULTURE$
						has_same_culture_language = root.culture
						AND = {
							exists = scope:target_court_language
							has_same_culture_language = scope:target_court_language.culture
						}
						AND = {
							exists = scope:ling_cul_1_bonus
							THIS = scope:ling_cul_1_bonus
						}
						AND = {
							exists = scope:ling_cul_2_bonus
							THIS = scope:ling_cul_2_bonus
						}
						AND = {
							exists = scope:ling_cul_3_bonus
							THIS = scope:ling_cul_3_bonus
						}
					}
				}
			}
			random_culture_global = { # Find a culture that speaks this language natively
				limit = {
					exists = culture_head
					has_same_culture_heritage = scope:$CULTURE$
					NOR = {
						has_same_culture_language = scope:$CULTURE$
						has_same_culture_language = root.culture
						AND = {
							exists = scope:target_court_language
							has_same_culture_language = scope:target_court_language.culture
						}
						AND = {
							exists = scope:ling_cul_1_bonus
							THIS = scope:ling_cul_1_bonus
						}
						AND = {
							exists = scope:ling_cul_2_bonus
							THIS = scope:ling_cul_2_bonus
						}
						AND = {
							exists = scope:ling_cul_3_bonus
							THIS = scope:ling_cul_3_bonus
						}
					}
				}
				save_scope_as = $CULTURE$_bonus
			}
		}
		else = {
			random_kingdom = {
				limit = {
					exists = holder
					NOR = {
						holder = root
						AND = {
							exists = scope:target_court_language
							holder = scope:target_court_language
						}
					}
					holder = {
						in_diplomatic_range = root
						culture = {
							NOR = {
								has_same_culture_language = scope:$CULTURE$
								has_same_culture_language = root.culture
								AND = {
									exists = scope:target_court_language
									has_same_culture_language = scope:target_court_language.culture
								}
								AND = {
									exists = scope:ling_cul_1_bonus
									this = scope:ling_cul_1_bonus
								}
								AND = {
									exists = scope:ling_cul_2_bonus
									this = scope:ling_cul_2_bonus
								}
								AND = {
									exists = scope:ling_cul_3_bonus
									this = scope:ling_cul_3_bonus
								}
							}
						}
					}
				}
				holder.culture = { save_scope_as = $CULTURE$_bonus }
			}
		}
	}
}

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

Where it is used

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

Events (2)

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

Spotted a mistake on this page?