CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect

marshal_remove_random_county_corruption_modifier_effect

marshal_remove_random_county_corruption_modifier_effect = yes

game/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

• 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.

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