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)
- Linguists at Court
ep1_decision.0201 - When Minds Collide
ep1_flavor.2070
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.