Scripted effect
merge_cultures_in_region_effect
merge_cultures_in_region_effect = { NEW_CULTURE = … OLD_CULTURE_1 = … OLD_CULTURE_2 = … REGION = … }game/common/scripted_effects/00_culture_effects.txt, line 28 (14 lines). Parameters: $NEW_CULTURE$, $OLD_CULTURE_1$, $OLD_CULTURE_2$, $REGION$.
merge_cultures_in_region_effect is a scripted effect in Crusader Kings III, written at line 28 of its file. A call passes 4 parameters: NEW_CULTURE, OLD_CULTURE_1, OLD_CULTURE_2 and REGION. The game's script calls it in 1 place, among them Establish Norman Culture (decision). Patch 1.20.1.2, from game/common/scripted_effects/00_culture_effects.txt.
What it does
Every line of it is script with no tooltip text: the script is below.
The script as written (14 lines of game script)
merge_cultures_in_region_effect = {
hidden_effect = {
convert_county_and_holder_if_in_region_effect = {
OLD_CULTURE = $OLD_CULTURE_1$
NEW_CULTURE = $NEW_CULTURE$
REGION = $REGION$
}
convert_county_and_holder_if_in_region_effect = {
OLD_CULTURE = $OLD_CULTURE_2$
NEW_CULTURE = $NEW_CULTURE$
REGION = $REGION$
}
}
}As written in game/common/scripted_effects/00_culture_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls merge_cultures_in_region_effect.
Decisions (1)
Source: game/common/scripted_effects/00_culture_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.