CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
Silk & Silverout Tue, Nov 17What's free, what needs the DLC, price →

Scripted effect

recreate_ere_decision_effect

recreate_ere_decision_effect = yes

game/common/scripted_effects/00_major_decisions_scripted_effects_3.txt, line 943 (115 lines). No parameters.

recreate_ere_decision_effect is a scripted effect in Crusader Kings III, written at line 943 of its file. It takes no parameters: recreate_ere_decision_effect = yes. The game's script calls it in 2 places, among them Restore the Byzantine Empire (decision) and An Empire Reborn (event ep3_decisions_event.4030). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_major_decisions_scripted_effects_3.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 (115 lines of game script)
recreate_ere_decision_effect = {
	if = {
		limit = {
			title:c_byzantion.holder = {
				this != root
			}
		}
		create_title_and_vassal_change = {
			type = revoked
			save_scope_as = change
			add_claim_on_loss = yes
		}
		title:c_byzantion = {
			change_title_holder = {
				holder = root
				change = scope:change
			}
		}
		resolve_title_and_vassal_change = scope:change
	}
	# Give the ERE
	create_title_and_vassal_change = {
		type = created
		save_scope_as = change
		add_claim_on_loss = no
	}
	title:e_byzantium = {
		change_title_holder = {
			holder = root
			change = scope:change
		}
	}
	resolve_title_and_vassal_change = scope:change
	# Make it primary title
	set_primary_title_to = title:e_byzantium
	# Make admin
	if = {
		limit = {
			NOT = {
				government_has_mechanic = administrative
			}
			has_dlc_feature = admin_gov
		}
		convert_to_administrative_from_feudalism_effect = { GOVERNMENT_TO_ADOPT = flag:administrative }
	}
	if = {
		limit = {
			NOT = {
				has_realm_law = acclamation_succession_law
			}
			government_has_flag = government_is_administrative
		}
		# Give Acclamation succession
		add_realm_law_skip_effects = acclamation_succession_law
	}
	# Set the capital in Constantinople
	if = {
		limit = {
			capital_county != title:c_byzantion
		}
		set_realm_capital = title:c_byzantion
	}
	if = {
		limit = {
			has_dlc_feature = roads_to_power
		}
		# Get free triumph
		custom_tooltip = {
			text = free_triumph_tooltip
			add_character_flag = free_triumph_flag
		}
	}
	if = {
		limit = {
			title:e_latin_empire = {
				any_in_de_jure_hierarchy = {
					tier < tier_empire
				}
			}
		}
		title:e_latin_empire = {
			every_in_de_jure_hierarchy = {
				limit = {
					tier = tier_kingdom
				}
				set_de_jure_liege_title = title:e_byzantium
			}
		}
	}
	if = {
		limit = {
			government_has_flag = government_has_influence
		}
		change_influence = massive_influence_gain
	}
	if = {
		limit = {
			any_held_title = {
				this = title:e_latin_empire
			}
		}
		destroy_title = title:e_latin_empire
	}
	hidden_effect = {
		title:e_byzantium = {
			if = {
				limit = {
					prev = { government_allows = state_faith }
				}
				set_state_rite = root.rite
				pam_tenet_popularity_boost_rite_effect = { RITE = state_rite }
			}
		}
	}
}

As written in game/common/scripted_effects/00_major_decisions_scripted_effects_3.txt.

Where it is used

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

Events (1)

Source: game/common/scripted_effects/00_major_decisions_scripted_effects_3.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

Spotted a mistake on this page?