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

natural_disaster_save_disaster_province_effect

natural_disaster_save_disaster_province_effect = yes

game/common/scripted_effects/10_dlc_tgp_natural_disaster_scripted_effects.txt, line 852 (19 lines). No parameters.

natural_disaster_save_disaster_province_effect is a scripted effect in Crusader Kings III, in the All Under Heaven files, written at line 852 of its file. It takes no parameters: natural_disaster_save_disaster_province_effect = yes. The game's script calls it in 1 place, among them natural_disaster_start_great_project_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/10_dlc_tgp_natural_disaster_scripted_effects.txt.

What it does

Every line of it is script with no tooltip text: the script is below.

The script as written (19 lines of game script)
natural_disaster_save_disaster_province_effect = {
	save_scope_as = disaster_province_ruler
	scope:situation = {
		every_situation_sub_region = {
			every_situation_sub_region_county = {
				limit = { holder.top_liege ?= scope:disaster_province_ruler }
				add_to_list = disaster_counties
			}
		}
		random_in_list = {
			list = disaster_counties
			limit = { scope:situation.situation_center_province.county ?= this }
			alternative_limit = { holder ?= scope:disaster_province_ruler }
			alternative_limit = { holder.liege ?= scope:disaster_province_ruler }
			alternative_limit = { always = yes }
			title_province = { save_scope_as = disaster_province }
		}
	}
}

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_save_disaster_province_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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