Scripted effect
marshal_remove_random_county_corruption_modifier_effect
marshal_remove_random_county_corruption_modifier_effect = yesgame/common/scripted_effects/00_county_corruption_effects.txt, line 1860 (420 lines). No parameters.
marshal_remove_random_county_corruption_modifier_effect is a scripted effect in Crusader Kings III, written at line 1860 of its file. It takes no parameters: marshal_remove_random_county_corruption_modifier_effect = yes. The game's script calls it in 5 places, among them Increase Control (council task), Increase Control (council task) and Increase Control (council task). Patch 1.20.1.2, from game/common/scripted_effects/00_county_corruption_effects.txt.
What it does
- 1 of 16 things will happen:
- 6%:
- 6%:
- 6%:
- 6%:
- 6%:
- 6%:
- 6%:
- 6%:
- 6%:
- 6%:
- 6%:
- 6%:
- 6%:
- 6%:
- 6%:
- 6%:
• 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 (120 lines of game script)
marshal_remove_random_county_corruption_modifier_effect = {
random_list = {
100 = {
trigger = {
has_county_modifier = county_corruption_inefficient_tax_collection_modifier
}
if = {
limit = {
scope:councillor = {
OR = {
scope:county.holder.cp:councillor_marshal ?= this
is_kurultai_trigger = yes
}
}
}
save_scope_value_as = {
name = marshal_removal
value = yes
}
}
hidden_effect = {
set_variable = {
name = county_corruption_recent_removal
years = 3
}
}
remove_inefficient_tax_collection_modifier_effect = yes
}
100 = {
trigger = {
has_county_modifier = county_corruption_deserting_levies_modifier
}
if = {
limit = {
scope:councillor = {
OR = {
scope:county.holder.cp:councillor_marshal ?= this
is_kurultai_trigger = yes
}
}
}
save_scope_value_as = {
name = marshal_removal
value = yes
}
}
hidden_effect = {
set_variable = {
name = county_corruption_recent_removal
years = 3
}
}
remove_deserting_levies_modifier_effect = yes
}
100 = {
trigger = {
has_county_modifier = county_corruption_smuggling_ring_modifier
}
if = {
limit = {
scope:councillor = {
OR = {
scope:county.holder.cp:councillor_marshal ?= this
is_kurultai_trigger = yes
}
}
}
save_scope_value_as = {
name = marshal_removal
value = yes
}
}
hidden_effect = {
set_variable = {
name = county_corruption_recent_removal
years = 3
}
}
remove_smuggling_ring_modifier_effect = yes
}
100 = {
trigger = {
has_county_modifier = county_corruption_bandits_rampant_modifier
}
if = {
limit = {
scope:councillor = {
OR = {
scope:county.holder.cp:councillor_marshal ?= this
is_kurultai_trigger = yes
}
}
}
save_scope_value_as = {
name = marshal_removal
value = yes
}
}
hidden_effect = {
set_variable = {
name = county_corruption_recent_removal
years = 3
}
}
remove_bandits_rampant_modifier_effect = yes
}
100 = {
trigger = {
has_county_modifier = county_corruption_inefficient_census_modifier
}
if = {
limit = {
scope:councillor = {
OR = {
scope:county.holder.cp:councillor_marshal ?= this
is_kurultai_trigger = yes
}
}
}
save_scope_value_as = {As written in game/common/scripted_effects/00_county_corruption_effects.txt.
The first 120 of its 420 lines; the rest is in game/common/scripted_effects/00_county_corruption_effects.txt from line 1860.
Where it is used
Every place in common/, events/ and history/ that calls marshal_remove_random_county_corruption_modifier_effect.
Council tasks (5)
- Increase Control
- Increase Control
- Increase Control
- Increase Control
- Increase Control in County
Source: game/common/scripted_effects/00_county_corruption_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.