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

natural_disaster_insurance_effect

natural_disaster_insurance_effect = yes

game/common/scripted_effects/10_dlc_tgp_natural_disaster_scripted_effects.txt, line 310 (99 lines). No parameters.

natural_disaster_insurance_effect is a scripted effect in Crusader Kings III, in the All Under Heaven files, written at line 310 of its file. It takes no parameters: natural_disaster_insurance_effect = yes. The game's script calls it in 2 places, among them … Earthquake (situation) and … Flood (situation). Patch 1.20.1.2, from game/common/scripted_effects/10_dlc_tgp_natural_disaster_scripted_effects.txt.

What it does

  • Every situation participant:
    • Where › Any sub realm county:
      • The county has the modifier “Natural Disaster Insurance”
      • Any county situation:
    • If

      a check the game hides

      Then

      • scope:minister:
        • pay_short_term_treasury = { target = scope:insured_holder treasury = conduct_census_natural_disaster_payout_value }
        • scope:insured_holder › Every sub realm county:
          • Where: The county has the modifier “Natural Disaster Insurance” · Any county situation:
          • The county loses the modifier “Natural Disaster Insurance”

      Otherwise

      • Treasury +1,000
      • Every sub realm county:
        • Where: The county has the modifier “Natural Disaster Insurance” · Any county situation:
        • The county loses the modifier “Natural Disaster Insurance”

• 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 (99 lines of game script)
natural_disaster_insurance_effect = {
	if = {
		limit = {
			title:e_minister_of_revenue.holder ?= {
				treasury > conduct_census_natural_disaster_payout_value
			}
		}
		title:e_minister_of_revenue.holder = {
			save_scope_as = minister
		}
	}
	else_if = {
		limit = {
			any_situation_participant = {
				any_liege_or_above = {
					is_ai = yes
					treasury > conduct_census_natural_disaster_payout_value
				}
			}
		}
		random_situation_participant = {
			limit = {
				any_liege_or_above = {
					is_ai = yes
					treasury > conduct_census_natural_disaster_payout_value
				}
			}
			ordered_liege_or_above = {
				order_by = {
					value = highest_held_title_tier
					multiply = -1
				}
				limit = {
					is_ai = yes
					treasury > conduct_census_natural_disaster_payout_value
				}
				save_scope_as = minister
			}
		}
	}
	every_situation_participant = {
		limit = {
			any_sub_realm_county = {
				has_county_modifier = tgp_minister_project_conduct_census_natural_disaster_insurance_modifier
				any_county_situation = {
					this = scope:situation
				}
			}
		}
		save_temporary_scope_as = insured_holder
		send_interface_message = {
			type = event_toast_effect_good
			title = great_project_natural_disaster_insurance_received_t
			left_icon = title:e_minister_of_revenue
			right_icon = scope:minister
			if = {
				limit = {
					exists = scope:minister
					this != scope:minister
				}
				scope:minister = {
					send_interface_message = {
						type = event_toast_effect_good
						title = great_project_natural_disaster_insurance_paid_t
						left_icon = title:e_minister_of_revenue
						right_icon = scope:insured_holder
						pay_short_term_treasury = {
							target = scope:insured_holder
							treasury = conduct_census_natural_disaster_payout_value
						}
						scope:insured_holder = {
							every_sub_realm_county = {
								limit = {
									has_county_modifier = tgp_minister_project_conduct_census_natural_disaster_insurance_modifier
									any_county_situation = {
										this = scope:situation
									}
								}
								remove_county_modifier = tgp_minister_project_conduct_census_natural_disaster_insurance_modifier
							}
						}
					}
				}
			}
			else = {
				add_treasury = conduct_census_natural_disaster_payout_value
				every_sub_realm_county = {
					limit = {
						has_county_modifier = tgp_minister_project_conduct_census_natural_disaster_insurance_modifier
						any_county_situation = {
							this = scope:situation
						}
					}
					remove_county_modifier = tgp_minister_project_conduct_census_natural_disaster_insurance_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_insurance_effect.

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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