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

natural_disaster_vassal_start_effect

natural_disaster_vassal_start_effect = { TYPE = … }

game/common/scripted_effects/10_dlc_tgp_natural_disaster_scripted_effects.txt, line 472 (17 lines). Parameters: $TYPE$.

natural_disaster_vassal_start_effect is a scripted effect in Crusader Kings III, in the All Under Heaven files, written at line 472 of its file. A call passes 1 parameter: TYPE. No file of common/, events/ or history/ calls it. Patch 1.20.1.2, from game/common/scripted_effects/10_dlc_tgp_natural_disaster_scripted_effects.txt.

What it does

  • Your top liege › If has Legitimacy: Gains -200–-50 Legitimacy
  • scope:existing_great_project.great_project_location:
    • plan_great_project = { great_project_type = natural_disaster_$TYPE$ founder = root.top_liege }

• 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 (17 lines of game script)
natural_disaster_vassal_start_effect = {
	show_as_tooltip = {
		root.top_liege = {
			if = {
				limit = { has_legitimacy = yes }
				add_legitimacy = natural_disaster_legitimacy_loss_value
			}
		}
		scope:existing_great_project.great_project_location ?= {
			plan_great_project = {
				great_project_type = natural_disaster_$TYPE$
				founder = root.top_liege
			}
		}
		
	}
}

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

Where it is used

No file of common/, events/ or history/ calls it.

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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