Scripted effect
linguist_random_realm_effect
linguist_random_realm_effect = { CULTURE = … }game/common/scripted_effects/00_decisions_effects.txt, line 3228 (17 lines). Parameters: $CULTURE$.
linguist_random_realm_effect is a scripted effect in Crusader Kings III, written at line 3228 of its file. A call passes 1 parameter: CULTURE. The game's script calls it in 1 place, among them Linguists at Court (event ep1_decision.0201). 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 (17 lines of game script)
linguist_random_realm_effect = {
# Save random culture realm to fetch faith
if = {
limit = {
any_independent_ruler = { culture = scope:$CULTURE$ }
}
ordered_independent_ruler = {
limit = { culture = scope:$CULTURE$ }
order_by = primary_title.tier
save_scope_as = $CULTURE$_ruler
}
}
# Save fallback to fetch faith
else = {
scope:target_court_language = { save_scope_as = $CULTURE$_ruler }
}
}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_random_realm_effect.
Events (1)
- Linguists at Court
ep1_decision.0201
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.