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

norse_assimilate_local_traditions_effect

norse_assimilate_local_traditions_effect = { CONVERTER = … NEW_CULTURE = … NEW_FAITH = … OLD_CULTURE = … OLD_FAITH = … }

game/common/scripted_effects/00_culture_effects.txt, line 216 (233 lines). Parameters: $CONVERTER$, $NEW_CULTURE$, $NEW_FAITH$, $OLD_CULTURE$, $OLD_FAITH$.

norse_assimilate_local_traditions_effect is a scripted effect in Crusader Kings III, written at line 216 of its file. A call passes 5 parameters: CONVERTER, NEW_CULTURE, NEW_FAITH, OLD_CULTURE and OLD_FAITH. The game's script calls it in 1 place, among them Have the Realm Embrace Local Traditions (decision). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_culture_effects.txt.

What it does

  • Gains the modifier “Embraced Local Traditions”
  • If

    • Their dynasty:
      • NOT = { has_dynasty_modifier = settled_norse_dynasty_modifier }

    Then

    • Their dynasty: The dynasty gains the modifier “Settled Dynasty” for 80 years
  • Adopts the … Culture
  • If

    • NOT = { scope:old_faith = scope:new_faith }
    • Does not have the Trait: Zealous

    Then

    • set_character_faith = scope:new_faith
  • Every Close Family member sharing your Culture:
    • Where:
      • is_courtier_of = scope:converter
      • has_culture = scope:old_culture
    • Adopts the … Culture
    • If

      • NOT = { scope:old_faith = scope:new_faith }
      • Does not have the Trait: Zealous

      Then

      • set_character_faith = scope:new_faith
  • Every consort:
    • Where:
      • Is not a ruler
      • has_culture = scope:old_culture
    • Adopts the … Culture
    • If

      • NOT = { scope:old_faith = scope:new_faith }
      • Does not have the Trait: Zealous

      Then

      • set_character_faith = scope:new_faith
  • Every Vassal sharing your Culture and their Close Family:

• 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)
norse_assimilate_local_traditions_effect = {
	# Save the root character as a reference
	save_scope_as = converting_character
	# Save the old culture as a scope
	$OLD_CULTURE$ = {
		save_scope_as = old_culture
	}
	$NEW_CULTURE$ = {
		save_scope_as = new_culture
	}
	$OLD_FAITH$ = {
		save_scope_as = old_faith
	}
	$NEW_FAITH$ = {
		save_scope_as = new_faith
	}
	$CONVERTER$ = {
		save_scope_as = converter
	}
	add_character_modifier = {
		modifier = embraced_local_traditions_modifier
	}
	if = {
		limit = {
			dynasty ?= {
				NOT = {
					has_dynasty_modifier = settled_norse_dynasty_modifier
				}
			}
		}
		dynasty = {
			add_dynasty_modifier = { modifier = settled_norse_dynasty_modifier years = 80 }
		}
	}
	# Convert root character and AI close family members
	set_culture = scope:new_culture
	if = {
		limit = {
			NOR = {
				scope:old_faith = scope:new_faith
				has_trait = zealous
			}
		}
		hidden_effect = {
			bastard_to_wild_oat_conversion_assimilation_effect = yes
		}
		set_character_faith = scope:new_faith
	}
	if = {
		limit = {
			is_ai = yes
		}
		add_character_flag = converted_culture_this_lifetime_ai
	}
	else = {
		add_character_flag = converted_culture_this_lifetime
	}

	every_close_family_member = {
		custom = every_close_family_member_sharing_your_culture
		limit = {
			is_courtier_of = scope:converter
			# Only non-ruler same-culture characters
			has_culture = scope:old_culture
		}
		set_culture = scope:new_culture
		if = {
			limit = {
				NOR = {
					scope:old_faith = scope:new_faith
					has_trait = zealous
				}
			}
			hidden_effect = {
				bastard_to_wild_oat_conversion_assimilation_effect = yes
			}
			set_character_faith = scope:new_faith
		}
		hidden_effect = {
			add_character_modifier = {
				modifier = embraced_local_traditions_modifier
			}
		}
		add_to_temporary_list = notified_of_culture_change
	}
	every_consort = {
		#custom = every_consort_sharing_your_culture
		limit = {
			is_ruler = no
			has_culture = scope:old_culture
			NOT = { is_in_list = notified_of_culture_change }
		}
		set_culture = scope:new_culture
		if = {
			limit = {
				NOR = {
					scope:old_faith = scope:new_faith
					has_trait = zealous
				}
			}
			hidden_effect = {
				bastard_to_wild_oat_conversion_assimilation_effect = yes
			}
			set_character_faith = scope:new_faith
		}
		hidden_effect = {
			add_character_modifier = {
				modifier = embraced_local_traditions_modifier
			}
		}
		add_to_temporary_list = notified_of_culture_change
	}

	# All Norse vassals convert
	every_vassal = {
		custom = every_norse_vassal
		limit = {
			culture = scope:old_culture
			NOT = { is_in_list = notified_of_culture_change }
		}

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

The first 120 of its 233 lines; the rest is in game/common/scripted_effects/00_culture_effects.txt from line 216.

Where it is used

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

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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