CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect

new_culture_created_conversion_effect

new_culture_created_conversion_effect = { CONVERTEE = … CONVERTER = … CULTURE = … }

game/common/scripted_effects/00_culture_effects.txt, line 500 (277 lines). Parameters: $CONVERTEE$, $CONVERTER$, $CULTURE$.

new_culture_created_conversion_effect is a scripted effect in Crusader Kings III, written at line 500 of its file. A call passes 3 parameters: CONVERTEE, CONVERTER and CULTURE. The game's script calls it in 1 place, among them on_culture_created (on action). Patch 1.20.1.2, from game/common/scripted_effects/00_culture_effects.txt.

What it does

  • $CONVERTEE$ = { … }
  • If

    • $CONVERTEE$ = { … }

    Then

    • $CONVERTEE$ = { … }

• 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 (120 lines of game script)
new_culture_created_conversion_effect = {

	# Save the hybrid culture for use with ai_will_do down the line
	if = {
		limit = {
			$CULTURE$ = { is_hybrid_culture = yes }
		}
		add_to_global_variable_list = { name = hybrid_cultures target = $CULTURE$ }
	}

	# Convert Counties (if of same culture as recipient's old culture)
	$CONVERTEE$ = {
		if = {
			limit = {
				capital_county ?= {
					save_temporary_scope_as = county_check
					$CULTURE$ = {
						any_parent_culture = {
							this = scope:county_check.culture
						}
					}
				}
			}
			capital_county = {
				set_county_culture = $CULTURE$
				expand_new_culture_from_origin_point = {
					CONVERTEE = $CONVERTEE$
					CULTURE = $CULTURE$
				}
			}
		}
		else_if = {
			limit = {
				any_held_title = {
					title_tier = county
					save_temporary_scope_as = county_check
					$CULTURE$ = {
						any_parent_culture = {
							this = scope:county_check.culture
						}
					}
				}
			}
			random_held_title = {
				title_tier = county
				limit = {
					save_temporary_scope_as = county_check
					$CULTURE$ = {
						any_parent_culture = {
							this = scope:county_check.culture
						}
					}
				}
				set_county_culture = $CULTURE$
				expand_new_culture_from_origin_point = {
					CONVERTEE = $CONVERTEE$
					CULTURE = $CULTURE$
				}
			}
		}
		else_if = {
			limit = {
				any_sub_realm_county = {
					save_temporary_scope_as = county_check
					$CULTURE$ = {
						any_parent_culture = {
							this = scope:county_check.culture
						}
					}
				}
			}
			random_sub_realm_county = {
				limit = {
					save_temporary_scope_as = county_check
					$CULTURE$ = {
						any_parent_culture = {
							this = scope:county_check.culture
						}
					}
				}
				set_county_culture = $CULTURE$
				expand_new_culture_from_origin_point = {
					CONVERTEE = $CONVERTEE$
					CULTURE = $CULTURE$
				}
			}
		}
	}
	# Spouses convert
	$CONVERTEE$ = {
		every_spouse = {
			limit = {
				OR = {
					is_courtier_of = $CONVERTER$
					is_courtier_of = $CONVERTEE$
					is_vassal_or_below_of = $CONVERTER$
					is_vassal_or_below_of = $CONVERTEE$
				}
				save_temporary_scope_as = spouse_check
				$CULTURE$ = {
					any_parent_culture = {
						this = scope:spouse_check.culture
					}
				}
			}
			if = {
				limit = {
					exists = domicile.domicile_culture
					culture = domicile.domicile_culture
				}
				domicile = { set_domicile_culture = $CULTURE$ }
			}
			set_culture = $CULTURE$
			hidden_effect = {
				add_character_flag = converted_culture_this_lifetime
			}
		}
	}
	# Family in recipient's court also convert
	if = {

As written in game/common/scripted_effects/00_culture_effects.txt.

The first 120 of its 277 lines; the rest is in game/common/scripted_effects/00_culture_effects.txt from line 500.

Where it is used

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

On actions (the game's own hooks) (1)

  • on_culture_created

Source: game/common/scripted_effects/00_culture_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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