Scripted effect · All Under Heaven files
natural_disaster_impact_effect
natural_disaster_impact_effect = yesgame/common/scripted_effects/10_dlc_tgp_natural_disaster_scripted_effects.txt, line 872 (65 lines). No parameters.
natural_disaster_impact_effect is a scripted effect in Crusader Kings III, in the All Under Heaven files, written at line 872 of its file. It takes no parameters: natural_disaster_impact_effect = yes. The game's script calls it in 4 places, among them …: Stricken Camp (event natural_disaster.5111), natural_disaster.5901 (event) and natural_disaster.5902 (event). Patch 1.20.1.2, from game/common/scripted_effects/10_dlc_tgp_natural_disaster_scripted_effects.txt.
What it does
- scope:situation › Depending on situation type:
- When situation type is natural disaster earthquake › Every County in the … …:
change_county_control = natural_disaster_earthquake_control_loss_valueIf
scope:situation.var:severity >= 2.5
Then
- The county gains the modifier “Terrible Earthquake” for 25 years
- Development Growth -500%
- Building Construction Time +50%
- Holding Construction Time +50%
- Monthly county control decline -0.6/month
- Plague Resistance -9
- Popular Opinion -30
- Supply Limit -60%
- Danger +40
Else if
scope:situation.var:severity >= 1.5
Then
- The county gains the modifier “Severe Earthquake” for 25 years
- Development Growth -500%
- Building Construction Time +40%
- Holding Construction Time +40%
- Monthly county control decline -0.4/month
- Plague Resistance -6
- Popular Opinion -25
- Supply Limit -50%
- Danger +30
Otherwise
- The county gains the modifier “Earthquake” for 25 years
- Development Growth -500%
- Building Construction Time +30%
- Holding Construction Time +30%
- Monthly county control decline -0.2/month
- Plague Resistance -3
- Popular Opinion -20
- Supply Limit -40%
- Danger +20
- When situation type is natural disaster flood › Every County in the … …:
change_county_control = natural_disaster_flood_control_loss_valueIf
scope:situation.var:severity >= 2.5
Then
- The county gains the modifier “Terrible Flooding” for 25 years
- Development Growth -500%
- Building Construction Time +80%
- Holding Construction Time +80%
- Monthly county control decline -1/month
- Plague Resistance -15
- Popular Opinion -30
- Supply Limit -80%
- Danger +40
Else if
scope:situation.var:severity >= 1.5
Then
- The county gains the modifier “Severe Flooding” for 25 years
- Development Growth -500%
- Building Construction Time +70%
- Holding Construction Time +70%
- Monthly county control decline -0.8/month
- Plague Resistance -12
- Popular Opinion -25
- Supply Limit -70%
- Danger +30
Otherwise
- The county gains the modifier “Flooding” for 25 years
- Development Growth -500%
- Building Construction Time +60%
- Holding Construction Time +60%
- Monthly county control decline -0.6/month
- Plague Resistance -9
- Popular Opinion -20
- Supply Limit -60%
- Danger +20
- When situation type is natural disaster earthquake › Every County in the … …:
• 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 (65 lines of game script)
natural_disaster_impact_effect = {
scope:situation = {
switch = {
trigger = situation_type
natural_disaster_earthquake = {
every_situation_county = {
custom = every_disaster_county_custom
change_county_control = natural_disaster_earthquake_control_loss_value
if = {
limit = { scope:situation.var:severity >= 2.5 }
add_county_modifier = {
modifier = tgp_natural_disaster_earthquake_3_county_modifier
duration_desc = until_the_disaster_is_over
years = 25
}
}
else_if = {
limit = { scope:situation.var:severity >= 1.5 }
add_county_modifier = {
modifier = tgp_natural_disaster_earthquake_2_county_modifier
duration_desc = until_the_disaster_is_over
years = 25
}
}
else = {
add_county_modifier = {
modifier = tgp_natural_disaster_earthquake_1_county_modifier
duration_desc = until_the_disaster_is_over
years = 25
}
}
}
}
natural_disaster_flood = {
every_situation_county = {
custom = every_disaster_county_custom
change_county_control = natural_disaster_flood_control_loss_value
if = {
limit = { scope:situation.var:severity >= 2.5 }
add_county_modifier = {
modifier = tgp_natural_disaster_flood_3_county_modifier
duration_desc = until_the_disaster_is_over
years = 25
}
}
else_if = {
limit = { scope:situation.var:severity >= 1.5 }
add_county_modifier = {
modifier = tgp_natural_disaster_flood_2_county_modifier
duration_desc = until_the_disaster_is_over
years = 25
}
}
else = {
add_county_modifier = {
modifier = tgp_natural_disaster_flood_1_county_modifier
duration_desc = until_the_disaster_is_over
years = 25
}
}
}
}
}
}
}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_impact_effect.
Events (3)
- …: Stricken Camp
natural_disaster.5111 - natural_disaster.5901
- natural_disaster.5902
Scripted effects (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.