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

pool_character_development_effect

pool_character_development_effect = yes

game/common/scripted_effects/00_courtier_guest_management_effects.txt, line 513 (762 lines). No parameters.

pool_character_development_effect is a scripted effect in Crusader Kings III, written at line 513 of its file. It takes no parameters: pool_character_development_effect = yes. The game's script calls it in 2 places, among them courtier_guest_management.1001 (event) and courtier_guest_management.2001 (event). Patch 1.20.1.2, from game/common/scripted_effects/00_courtier_guest_management_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 (120 lines of game script)
pool_character_development_effect = {
	###POSIBLE EFFECTS###
	# Increase a low skill
	# Get married
	# Get a scripted relation
	# Get a lifestyle trait
	# Get a commander trait
	# Get an interesting trait
	# Get a secret
	# Kill someone
	# Learn a language

	save_temporary_scope_as = pool_character


	random_list = {
		# INCREASE A LOW SKILL
		100 = {
			trigger = { diplomacy < medium_skill_rating }
			add_diplomacy_skill = 1
		}
		100 = {
			trigger = { martial < medium_skill_rating }
			add_martial_skill = 1
		}
		100 = {
			trigger = { stewardship < medium_skill_rating }
			add_stewardship_skill = 1
		}
		100 = {
			trigger = { intrigue < medium_skill_rating }
			add_intrigue_skill = 1
		}
		100 = {
			trigger = { learning < medium_skill_rating }
			add_learning_skill = 1
		}
		100 = {
			trigger = { prowess < medium_skill_rating }
			add_prowess_skill = 1
		}
		400 = {
			trigger = {
				prowess > medium_skill_rating
				NOT = {
					has_trait = berserker
				}
				rite = {
					rite_has_tenet = tenet_warmonger
				}
				OR = {
					culture = { has_cultural_pillar = heritage_north_germanic }
					religion = religion:germanic_religion
				}
				can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = scope:pool_character }
			}
			add_trait = berserker
		}
		100 = {
			trigger = {
				diplomacy >= medium_skill_rating
				NOT = {
					has_trait = lifestyle_poet
				}
				OR = {
					culture = { has_cultural_pillar = heritage_north_germanic }
					religion = religion:germanic_religion
					culture = { has_cultural_parameter = poet_trait_more_common }
				}
			}
			add_trait = lifestyle_poet
		}

		# GET MARRIED
		15 = {
			trigger = {
				age <= 40
				is_married = no
				is_concubine = no
				#The triggers below are here to avoid low fertility marriages (in most cases)
				NOR = {
					has_sexuality = asexual
					has_trait = celibate
					has_trait = chaste
				}
				fertility > low_fertility
				OR = {
					exists = mother
					exists = father
				}
				can_marry_trigger = yes
			}

			save_temporary_scope_as = template

			if = {
				limit = {
					exists = scope:pool_character.location
					any_pool_character = {
						province = scope:pool_character.location
						allowed_to_marry_character_gender_trigger = { CHARACTER = scope:pool_character }
						is_physically_able_adult = yes
						age <= 40
						is_married = no
						can_marry_trigger = yes
						is_concubine = no
					}
				}
				random_pool_character = {
					province = scope:pool_character.location
					limit = {
						allowed_to_marry_character_gender_trigger = { CHARACTER = scope:pool_character }
						is_physically_able_adult = yes
						age <= 40
						is_married = no
						can_marry_trigger = yes
						is_concubine = no
					}
					save_temporary_scope_as = spouse
				}

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

The first 120 of its 762 lines; the rest is in game/common/scripted_effects/00_courtier_guest_management_effects.txt from line 513.

Where it is used

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

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

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