Scripted effect
regalia_improvement_effect
regalia_improvement_effect = yesgame/common/scripted_effects/00_antiquarian_artifact_improvement_effects.txt, line 438 (71 lines). No parameters.
regalia_improvement_effect is a scripted effect in Crusader Kings III, written at line 438 of its file. It takes no parameters: regalia_improvement_effect = yes. The game's script calls it in 1 place, among them antiquarian_improve_artifact_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_antiquarian_artifact_improvement_effects.txt.
What it does
- 1 of 19 things will happen:
- 7%:
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_monthly_minor_prestige_1_modifier }
- 7%:
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_monthly_piety_1_modifier }
- 7%:
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_monthly_prestige_add_1_modifier }
- 7%:
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_short_reign_duration_mult_1_modifier }
- 7%:
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_monthly_tyranny_1_modifier }
- 7%:
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_happy_powerful_vassal_tax_contribution_mult_1_modifier }
- 7%:
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_courtly_tax_contribution_mult_1_modifier }
- 1%:
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_courtly_vassal_opinion_1_modifier }
- 1%:
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_powerful_vassal_opinion_1_modifier }
- 1%:
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_parochial_vassal_opinion_1_modifier }
- 7%:
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_parochial_tax_contribution_mult_1_modifier }
- 7%:
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_belligerent_tax_contribution_mult_1_modifier }
- 1%:
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_belligerent_vassal_opinion_1_modifier }
- 1%:
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_courtier_and_guest_opinion_1_modifier }
- 7%:
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_men_at_arms_maintenance_1_modifier }
- 7%:
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_build_gold_cost_1_modifier }
- 7%:
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_domain_tax_mult_1_modifier }
- 1%:
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_zealot_vassal_opinion_1_modifier }
- 7%:
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_zealot_tax_contribution_mult_1_modifier }
- 7%:
• 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 (71 lines of game script)
regalia_improvement_effect = {
random_list = {
10 = {
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_monthly_minor_prestige_1_modifier }
}
10 = {
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_monthly_piety_1_modifier }
}
10 = {
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_monthly_prestige_add_1_modifier }
}
10 = {
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_short_reign_duration_mult_1_modifier }
}
10 = {
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_monthly_tyranny_1_modifier }
}
10 = {
trigger = {
artifact_owner.top_overlord ?= {
NOT = { government_has_flag = no_powerful_vassals }
}
}
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_happy_powerful_vassal_tax_contribution_mult_1_modifier }
}
10 = {
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_courtly_tax_contribution_mult_1_modifier }
}
2 = {
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_courtly_vassal_opinion_1_modifier }
}
2 = {
trigger = {
artifact_owner.top_overlord ?= {
NOT = { government_has_flag = no_powerful_vassals }
}
}
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_powerful_vassal_opinion_1_modifier }
}
2 = {
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_parochial_vassal_opinion_1_modifier }
}
10 = {
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_parochial_tax_contribution_mult_1_modifier }
}
10 = {
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_belligerent_tax_contribution_mult_1_modifier }
}
2 = {
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_belligerent_vassal_opinion_1_modifier }
}
2 = {
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_courtier_and_guest_opinion_1_modifier }
}
10 = {
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_men_at_arms_maintenance_1_modifier }
}
10 = {
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_build_gold_cost_1_modifier }
}
10 = {
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_domain_tax_mult_1_modifier }
}
2 = {
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_zealot_vassal_opinion_1_modifier }
}
10 = {
antiquarian_apply_modifier_to_artifact_effect = { MODIFIER = artifact_zealot_tax_contribution_mult_1_modifier }
}
}
}As written in game/common/scripted_effects/00_antiquarian_artifact_improvement_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls regalia_improvement_effect.
Scripted effects (1)
Source: game/common/scripted_effects/00_antiquarian_artifact_improvement_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.