Scripted effect · Roads to Power files
procure_estate_interaction_effect
procure_estate_interaction_effect = yesgame/common/scripted_effects/07_dlc_ep3_scripted_effects.txt, line 1545 (172 lines). No parameters.
procure_estate_interaction_effect is a scripted effect in Crusader Kings III, in the Roads to Power files, written at line 1545 of its file. It takes no parameters: procure_estate_interaction_effect = yes. The game's script calls it in 1 place, among them Procure Estate (interaction). Its body carries 2 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.
What it does
If
scope:piety_option = yes
Then
- If their faith is the same as that of recipient:
set_character_faith = scope:recipient.faithset_character_rite = scope:recipient.rite
scope:recipient:add_piety = { value = procure_estate_interaction_cost_base_piety multiply = 0.5 }
Else if
scope:gold_option = yes
Then
pay_short_term_gold = { target = scope:recipient gold = procure_estate_interaction_cost_base_gold }
Else if
scope:hook = yes
Then
scope:recipient:add_hook = { target = scope:actor type = favor_hook }
Otherwise
scope:recipient:add_prestige = { value = procure_estate_interaction_cost_base_prestige multiply = 0.25 }
- scope:recipient: Influence -60
scope:actor:If
- scope:actor.house › Any house member:
- Any held title: The … is a Noble Family Title
top_liege = scope:recipient.top_liege
Then
found_cadet_house_decision_effect = { CHARACTER = scope:actor PRESTIGE = major_prestige_gain }
- scope:actor.house › Any house member:
destroy_laamp_effect = { ADVENTURER = scope:actor }create_noble_family_effect = { GOVERNMENT_GIVER = scope:recipient }change_liege = { liege = scope:recipient.top_liege change = scope:title_change }- Gains the modifier “Administrative Outsider” for 15 years
scope:recipient.top_liege:- If played by a person: … was settled into an estate and given a role in our politics by …
- Every vassal or below:
- Where: Is played by a person
- … was settled into an estate and given a role in our politics by …
• 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)
procure_estate_interaction_effect = {
if = {
limit = { scope:piety_option = yes }
if = {
limit = { faith != scope:recipient.faith }
set_character_faith = scope:recipient.faith
set_character_rite = scope:recipient.rite
add_character_flag = {
flag = procure_estate_conversion
months = 1
}
}
scope:recipient = {
add_piety = {
value = procure_estate_interaction_cost_base_piety
multiply = 0.5
}
}
}
else_if = {
limit = { scope:gold_option = yes }
show_as_tooltip = {
pay_short_term_gold = {
target = scope:recipient
gold = procure_estate_interaction_cost_base_gold
}
}
hidden_effect = {
scope:recipient = { add_gold = procure_estate_interaction_cost_base_gold }
}
}
else_if = {
limit = { scope:hook = yes }
scope:recipient = {
add_hook = {
target = scope:actor
type = favor_hook
}
}
}
else = {
scope:recipient = {
add_prestige = {
value = procure_estate_interaction_cost_base_prestige
multiply = 0.25
}
}
}
scope:recipient = { change_influence = medium_influence_loss }
#Scope:actor becomes ladmin
scope:actor = {
hidden_effect = {
# Liquidate camp
laamp_clear_domicile_buildings_liquidator_effect = yes
}
if = {
limit = {
scope:actor.house ?= {
any_house_member = {
any_held_title = { is_noble_family_title = yes }
top_liege = scope:recipient.top_liege
}
}
}
found_cadet_house_decision_effect = {
CHARACTER = scope:actor
PRESTIGE = major_prestige_gain
}
}
# Note our courtiers so that they don't escape.
every_courtier = { add_to_list = courtiers_list }
# Change liege
save_scope_as = keep_title
every_held_title = {
limit = {
has_variable = adventurer_creation_reason
}
add_to_list = titles_list
}
set_variable = {
name = laamp_transition
days = 1 # removing it in this effect will still fire game over
}
destroy_laamp_effect = { ADVENTURER = scope:actor }
create_noble_family_effect = { GOVERNMENT_GIVER = scope:recipient }
hidden_effect = {
# Return any escaped courtiers.
every_in_list = {
list = courtiers_list
limit = {
NOT = { liege_or_court_owner = scope:actor }
}
scope:actor = { add_courtier = prev }
}
# And boot any new autogenned arrivals.
every_courtier = {
limit = {
is_lowborn = yes
NOR = {
is_in_list = courtiers_list
is_close_or_extended_family_of = scope:actor
is_consort_of = scope:actor
has_important_relationship_trigger = { CHARACTER = scope:actor }
}
}
silent_disappearance_effect = yes
}
}
create_title_and_vassal_change = {
type = swear_fealty
add_claim_on_loss = no
save_scope_as = title_change
}
change_liege = {
liege = scope:recipient.top_liege
change = scope:title_change
}
resolve_title_and_vassal_change = scope:title_change
add_character_modifier = {
modifier = ep3_administrative_outsider_modifierAs written in game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.
The first 120 of its 172 lines; the rest is in game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt from line 1545.
Where it is used
Every place in common/, events/ and history/ that calls procure_estate_interaction_effect.
Character interactions (1)
Source: game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.