Scripted effect
pedestal_improvement_effect
pedestal_improvement_effect = yesgame/common/scripted_effects/00_antiquarian_artifact_improvement_effects.txt, line 885 (46 lines). No parameters.
pedestal_improvement_effect is a scripted effect in Crusader Kings III, written at line 885 of its file. It takes no parameters: pedestal_improvement_effect = yes. The game's script calls it in 1 place, among them antiquarian_improve_artifact_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_antiquarian_artifact_improvement_effects.txt.
What it does
- 1 of 12 things will happen:
- 10%:
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_monthly_prestige_1_modifier }
- 10%:
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_court_grandeur_baseline_add_1_modifier }
- 10%:
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_monthly_prestige_add_1_modifier }
- 10%:
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_courtly_tax_contribution_mult_1_modifier }
- 2%:
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_courtly_vassal_opinion_1_modifier }
- 10%:
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_build_gold_cost_1_modifier }
- 2%:
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_zealot_vassal_opinion_1_modifier }
- 10%:
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_zealot_tax_contribution_mult_1_modifier }
- 10%:
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_belligerent_tax_contribution_mult_1_modifier }
- 2%:
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_belligerent_vassal_opinion_1_modifier }
- 10%:
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_development_growth_1_modifier }
- 10%:
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_fertility_growth_1_modifier }
- 10%:
• 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 (46 lines of game script)
pedestal_improvement_effect = {
random_list = {
10 = {
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_monthly_prestige_1_modifier }
}
10 = {
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_court_grandeur_baseline_add_1_modifier }
}
10 = {
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_monthly_prestige_add_1_modifier }
}
10 = {
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_courtly_tax_contribution_mult_1_modifier }
}
2 = {
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_courtly_vassal_opinion_1_modifier }
}
10 = {
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_build_gold_cost_1_modifier }
}
2 = {
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_zealot_vassal_opinion_1_modifier }
}
10 = {
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_zealot_tax_contribution_mult_1_modifier }
}
10 = {
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_belligerent_tax_contribution_mult_1_modifier }
}
2 = {
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_belligerent_vassal_opinion_1_modifier }
}
10 = {
trigger = {
scope:liege = { NOT = { government_has_flag = government_is_nomadic } }
}
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_development_growth_1_modifier }
}
10 = {
trigger = {
scope:liege = { government_has_flag = government_is_nomadic }
}
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_fertility_growth_1_modifier }
}
}
}As written in game/common/scripted_effects/00_antiquarian_artifact_improvement_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls pedestal_improvement_effect.
Scripted effects (1)
Source: game/common/scripted_effects/00_antiquarian_artifact_improvement_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.