CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · Khans of the Steppe files

nomad_convert_people_to_feudal_effect

nomad_convert_people_to_feudal_effect = yes

game/common/scripted_effects/09_dlc_mpo_scripted_effects.txt, line 3127 (11 lines). No parameters.

nomad_convert_people_to_feudal_effect is a scripted effect in Crusader Kings III, in the Khans of the Steppe files, written at line 3127 of its file. It takes no parameters: nomad_convert_people_to_feudal_effect = yes. The game's script calls it in 5 places, among them Overrun Kingdom (casus belli), Overrun Kingdom (casus belli) and The Eternal … (event mpo_greatest_of_khans.0030). Patch 1.20.1.2, from game/common/scripted_effects/09_dlc_mpo_scripted_effects.txt.

What it does

• 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 (11 lines of game script)
nomad_convert_people_to_feudal_effect = {
	change_government = feudal_government

	#Start off crown authorities.
	if = {
		limit = {
			NOT = { has_realm_law = crown_authority_1 }
		}
		add_realm_law_skip_effects = crown_authority_1
	}
}

As written in game/common/scripted_effects/09_dlc_mpo_scripted_effects.txt.

Where it is used

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

Source: game/common/scripted_effects/09_dlc_mpo_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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