Scripted effect · Roads to Power files
manage_new_governance_contract_effect
manage_new_governance_contract_effect = yesgame/common/scripted_effects/07_dlc_ep3_scripted_effects.txt, line 3560 (24 lines). No parameters.
manage_new_governance_contract_effect is a scripted effect in Crusader Kings III, in the Roads to Power files, written at line 3560 of its file. It takes no parameters: manage_new_governance_contract_effect = yes. The game's script calls it in 43 places, among them Destroyed by Nature (on action), ep3_bountiful_harvest (on action) and ep3_buried_treasure (on action). Patch 1.20.1.2, from game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.
What it does
- If played by the AI:
accept_task_contract = scope:new_governance_issue
• 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 (24 lines of game script)
manage_new_governance_contract_effect = {
if = {
limit = { exists = scope:target_province }
if = {
limit = {
NOT = { has_character_flag = admin_governance_frequency_cooldown }
}
add_character_flag = { flag = admin_governance_frequency_cooldown years = 6 }
}
send_interface_message = {
type = msg_governance_contracts
title = msg_governance_contract_appear.t
desc = msg_governance_contract_appear.desc
right_icon = scope:target_province.county
}
}
if = {
limit = {
is_ai = yes
exists = scope:new_governance_issue
}
accept_task_contract = scope:new_governance_issue
}
}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 manage_new_governance_contract_effect.
On actions (the game's own hooks) (43)
- Destroyed by Nature
- ep3_bountiful_harvest
- ep3_buried_treasure
- ep3_discontent_soldiers
- ep3_evil_presence
- ep3_hoarding_mayor
37 more
- ep3_hungry_times
- ep3_inept_mayor
- ep3_mad_prophet
- ep3_miraculous_healing
- ep3_overdue_taxes
- ep3_prov_investment
- ep3_public_land
- ep3_raiding_peasants
- ep3_rampant_bandits
- ep3_titles_sale
- ep3_wartime_measures
- ep3_wild_predators
- Food Shortage
- Potent Physick
- Reapers of Ruin
- tgp_burdensome_taxes
- tgp_combat_train_monks
- tgp_confusion_of_tongues
- tgp_contested_inheritance
- tgp_crumbling_bridge
- tgp_dam_in_disrepair
- tgp_doddering_magistrate
- tgp_escaped_justice
- tgp_forced_conscription
- tgp_fraud_in_broad_daylight
- tgp_hoarding_grain
- tgp_irregular_accounting
- tgp_jail_inspection
- tgp_lines_in_the_soil
- tgp_missing_equipment
- tgp_monopoly_in_the_marketplace
- tgp_quaking_in_panic
- tgp_salt_smugglers
- tgp_seditious_storytelling
- tgp_unsafe_highways
- tgp_unsanctioned_deity
- Treating the Unfortunate
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.