CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · All Under Heaven files

mandala_adopt_clan_government_effect

mandala_adopt_clan_government_effect = yes

game/common/scripted_effects/tgp_mandala_scripted_effects.txt, line 1566 (82 lines). No parameters.

mandala_adopt_clan_government_effect is a scripted effect in Crusader Kings III, in the All Under Heaven files, written at line 1566 of its file. It takes no parameters: mandala_adopt_clan_government_effect = yes. The game's script calls it in 1 place, among them Adopt Clan Ways (decision). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/tgp_mandala_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 (82 lines of game script)
mandala_adopt_clan_government_effect = {
	#Remove Mandala Decrees
	mandala_nuke_mandala_decrees_effect = yes
	#Check if capital holding is castle or temple citadel otherwise convert
	clan_convert_capital_effect = yes
	change_government = clan_government
	#Start off crown authorities
	hidden_effect = {
		if = {
			limit = {
				NOT = { has_realm_law = crown_authority_0 }
			}
			add_realm_law_skip_effects = crown_authority_0
		}
	}
	#All muslim vassals swap to Clan
	if = {
		limit = {
			any_vassal = {
				primary_title = {
					target_is_de_jure_liege_or_above = root.primary_title #We only auto convert de jure vassals
				}
				NOR = {
					government_has_flag = government_is_theocracy
					government_has_flag = government_is_republic
					government_has_flag = government_is_landless_adventurer
					government_has_flag = government_is_tribal
					government_has_flag = government_is_clan
					government_has_flag = government_is_nomadic
					government_has_flag = government_is_herder
				}
				faith.religion = religion:islam_religion
			} 
		}
		custom_tooltip = all_muslim_vassals_change_to_clan
		hidden_effect = {
			every_vassal_or_below = {
				limit = {
					primary_title = {
						target_is_de_jure_liege_or_above = root.primary_title #We only auto convert de jure vassals
					}
					NOR = {
						government_has_flag = government_is_theocracy
						government_has_flag = government_is_republic
						government_has_flag = government_is_landless_adventurer
						government_has_flag = government_is_tribal
						government_has_flag = government_is_clan
						government_has_flag = government_is_nomadic
						government_has_flag = government_is_herder
					}
					faith.religion = religion:islam_religion
				}
				clan_convert_capital_effect = yes
				change_government = clan_government
				#Nuke all laws
				mandala_nuke_realm_laws_effect = yes
				#Remove Mandala Decrees
				mandala_nuke_mandala_decrees_effect = yes
				#Start off crown authorities
				if = {
					limit = {
						NOT = { has_realm_law = crown_authority_0 }
					}
					add_realm_law_skip_effects = crown_authority_0
				}
				#Notify them of what just happened
				if = {
					limit = { is_ai = no }
					trigger_event = tgp_east_asia_decision_events.0030
				}
				set_variable = {
					name = changed_government_recently
					years = 5
				}
			}
		}	
	}
	set_variable = {
		name = changed_government_recently
		years = 5
	}
}

As written in game/common/scripted_effects/tgp_mandala_scripted_effects.txt.

Where it is used

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

Decisions (1)

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

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