Scripted effect
pool_character_development_effect
pool_character_development_effect = yesgame/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
- 1 of 16 things will happen:
- 7%:
add_diplomacy_skill = 1
- 7%:
add_martial_skill = 1
- 7%:
add_stewardship_skill = 1
- 7%:
add_intrigue_skill = 1
- 7%:
add_learning_skill = 1
- 7%:
add_prowess_skill = 1
- 29%: Gains the Trait Berserker
- 7%: Gains the Trait Poet
- 1%:
If
- Any pool character:
province = scope:pool_character.locationallowed_to_marry_character_gender_trigger = { CHARACTER = scope:pool_character }is_physically_able_adult = yes- Age at most 40
- Is not married
can_marry_trigger = yes- Not: Is Concubine
Then
- One random pool character:
- Where:
allowed_to_marry_character_gender_trigger = { CHARACTER = scope:pool_character }is_physically_able_adult = yes- Age at most 40
- Is not married
can_marry_trigger = yes- Not: Is Concubine
province = scope:pool_character.location
- Where:
Otherwise
create_character = { … }
- Any pool character:
If
is_female = yes
Then
marry_matrilineal = scope:spouse
Otherwise
marry = scope:spouse
scope:spouse:If
a check the game hides
Then
visit_court_of = scope:template.host
- 4% (base chance; changed in play) › 1 of 7 things will happen:
- 15% (base chance; changed in play):
- If does not have the Trait: Eager Reveler: Gains the Trait Eager Reveler
- Otherwise: Eager Reveler experience +10
- 15% (base chance; changed in play):
- If has the Trait: Aspiring Blademaster: Aspiring Blademaster experience +10
- Otherwise: Gains the Trait Aspiring Blademaster
- 15% (base chance; changed in play):
- 15% (base chance; changed in play):
- If has the Trait: Novice Physician: Novice Physician experience +10
- Otherwise: Gains the Trait Novice Physician
- 15% (base chance; changed in play):
- 15% (base chance; changed in play): Gains the Trait Herbalist
- 8% (base chance; changed in play): Gains the Trait Gardener
- 15% (base chance; changed in play):
- 7% › 1 of 10 things will happen:
- 10%: Gains the Trait Logistician
- 10%: Gains the Trait Military Engineer
- 10%: Gains the Trait Aggressive Attacker
- 10%: Gains the Trait Defender
- 10%: Gains the Trait Forder
- 10%: Gains the Trait Faithful Blade
- 10%: Gains the Trait Reckless
- 10%: Gains the Trait Cautious Leader
- 10%: Gains the Trait Rough Terrain Expert
- 10%: Gains the Trait Open Terrain Expert
- 1% › 1 of 15 things will happen:
- 7%: Gains the Trait Lunatic
- 7%: Gains the Trait Possessed
- 7%:
- 7%: Gains the Trait Poet
- 7%: Gains the Trait Drunkard
- 7%: Gains the Trait Rakish
- 7%: Gains the Trait Flagellant
- 7%: Gains the Trait Contrite
- 7%: Gains the Trait Journaller
- 7%:
add_eunuch_trait_effect = yes
- 7%: Gains the Trait Blind
- 7%: Gains the Trait Shrewd
- 7%: Gains the Trait Strong
- 7%: Gains the Trait Loyal
- 7%: Gains the Trait Disloyal
- … (more in the script below)
- 7%:
- … (more in the script below)
• 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.