Scripted effect
recreate_ere_decision_effect
recreate_ere_decision_effect = yesgame/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
If a check the game hides passes: the same again (1 line)
- Byzantion: Gains the … Title (root)
- Byzantine Empire: Gains the … Title (root)
- Byzantine Empire becomes their primary title
- If their government does not have the administrative mechanic:
convert_to_administrative_from_feudalism_effect = { GOVERNMENT_TO_ADOPT = flag:administrative }
If
- Does NOT have the Acclamation Succession Law
- Government is Administrative
Then
- Adopts the Acclamation Succession Law
If
capital_county != title:c_byzantion
Then
- Byzantion becomes the realm capital
- If government uses Influence: Influence +150
- If any held title: Latin Empire Title is destroyed
• 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.
Decisions (1)
Events (1)
- An Empire Reborn
ep3_decisions_event.4030
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.