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

natural_disaster_all_counties_investment_modifier_effect

natural_disaster_all_counties_investment_modifier_effect = { MODIFIER = … OPERATION = … YEARS = … }

game/common/scripted_effects/10_dlc_tgp_natural_disaster_scripted_effects.txt, line 1052 (20 lines). Parameters: $MODIFIER$, $OPERATION$, $YEARS$.

natural_disaster_all_counties_investment_modifier_effect is a scripted effect in Crusader Kings III, in the All Under Heaven files, written at line 1052 of its file. A call passes 3 parameters: MODIFIER, OPERATION and YEARS. The game's script calls it in 3 places, among them great_project_earthquake (great project), great_project_flood (great project) and …: Minister Sends Aid (event natural_disaster.6911). Patch 1.20.1.2, from game/common/scripted_effects/10_dlc_tgp_natural_disaster_scripted_effects.txt.

The comment above it in the file

OPERATION: 'add' or 'remove' modifier
MODIFIER: which modifier to add/remove
YEARS: duration in years, or negative value for permanent

What it does

  • scope:situation › Every Realm County in the …:
    • Where:
      • holder.top_liege = scope:owner
    • If

      • $YEARS$ >= 0

      Then

      • $OPERATION$_county_modifier = { modifier = $MODIFIER$ years = $YEARS$ }

      Otherwise

      • $OPERATION$_county_modifier = { modifier = $MODIFIER$ }

• 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 (20 lines of game script)
natural_disaster_all_counties_investment_modifier_effect = {
	scope:situation ?= {
		every_situation_county = {
			limit = { holder.top_liege = scope:owner }
			custom = every_realm_disaster_county_great_project_custom
			if = { 
				limit = { $YEARS$ >= 0 }
				$OPERATION$_county_modifier = {
					modifier = $MODIFIER$
					years = $YEARS$
				}
			}
			else = {
				$OPERATION$_county_modifier = {
					modifier = $MODIFIER$
				}
			}
		}
	}
}

As written in game/common/scripted_effects/10_dlc_tgp_natural_disaster_scripted_effects.txt.

Where it is used

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

Great projects (2)

  • great_project_earthquake
  • great_project_flood

Events (1)

Source: game/common/scripted_effects/10_dlc_tgp_natural_disaster_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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