CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · Roads to Power files

procure_estate_interaction_effect

procure_estate_interaction_effect = yes

game/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.faith
      • set_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:
  • 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_modifier

As 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.

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