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

Scripted effect · All Under Heaven files

rehome_noble_families_to_compatible_liege_effect

rehome_noble_families_to_compatible_liege_effect = yes

game/common/scripted_effects/10_dlc_tgp_scripted_effects.txt, line 4014 (164 lines). No parameters.

rehome_noble_families_to_compatible_liege_effect is a scripted effect in Crusader Kings III, in the All Under Heaven files, written at line 4014 of its file. It takes no parameters: rehome_noble_families_to_compatible_liege_effect = yes. The game's script calls it in 1 place, among them Return to the Steppe (decision). Patch 1.20.1.2, from game/common/scripted_effects/10_dlc_tgp_scripted_effects.txt.

What it does

  • If

    • Any vassal:
      • Is a landless ruler
      • None of these

        • Their culture:
          • has_same_culture_heritage = root.culture
      • Any held title: The … is a Noble Family Title

    Then

    • If

      a check the game hides

      Then

      • Every vassal:
        • Where:
          • Is a landless ruler
          • None of these

            • Their culture:
              • has_same_culture_heritage = root.culture
          • Any held title: The … is a Noble Family Title
        • change_liege = { liege = scope:new_liege_for_homeless_families change = scope:title_change }
        • Their domicile:
          • move_domicile = scope:new_liege_for_homeless_families.capital_province

      Otherwise

      • Every vassal:
        • Where:
          • Is a landless ruler
          • None of these

            • Their culture:
              • has_same_culture_heritage = root.culture
          • Any held title: The … is a Noble Family Title
        • Every held title:
        • move_to_pool_effect = yes

• 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)
rehome_noble_families_to_compatible_liege_effect = {
	if = {
		limit = {
			any_vassal = {
				is_landless_ruler = yes
				NOT = {
					culture = {
						has_same_culture_heritage = root.culture
					}
				}
				any_held_title = {
					is_noble_family_title = yes
				}
			}
		}
		if = {
			limit = {
				any_vassal = {
					is_landed = yes
					highest_held_title_tier >= tier_kingdom
					government_has_flag = government_has_merit
				}
			}
			random_vassal = {
				limit = {
					is_landed = yes
					highest_held_title_tier >= tier_kingdom
					government_has_flag = government_has_merit
				}
				save_scope_as = new_liege_for_homeless_families
			}
		}
		else_if = {
			limit = {
				any_tributary = {
					highest_held_title_tier >= tier_kingdom
					government_has_flag = government_has_merit
				}
			}
			random_tributary = {
				limit = {
					highest_held_title_tier >= tier_kingdom
					government_has_flag = government_has_merit
				}
				save_scope_as = new_liege_for_homeless_families
			}
		}
		else_if = {
			limit = {
				any_neighboring_top_liege_realm_owner = {
					government_has_flag = government_has_merit
					highest_held_title_tier >= tier_empire
				}
			}
			random_neighboring_top_liege_realm_owner = {
				limit = {
					government_has_flag = government_has_merit
					highest_held_title_tier >= tier_hegemony
				}
				save_scope_as = new_liege_for_homeless_families
			}
		}
		else_if = {
			limit = {
				any_independent_ruler = {
					NOT = {
						this = root
					}
					in_diplomatic_range = root
					government_has_flag = government_has_merit
					highest_held_title_tier >= tier_empire
				}
			}
			random_independent_ruler = {
				limit = {
					NOT = {
						this = root
					}
					in_diplomatic_range = root
					government_has_flag = government_has_merit
					highest_held_title_tier >= tier_empire
				}
				save_scope_as = new_liege_for_homeless_families
			}
		}
		else_if = {
			limit = {
				any_independent_ruler = {
					NOT = {
						this = root
					}
					in_diplomatic_range = root
					government_has_flag = government_has_merit
					highest_held_title_tier >= tier_kingdom
				}
			}
			random_independent_ruler = {
				limit = {
					NOT = {
						this = root
					}
					in_diplomatic_range = root
					government_has_flag = government_has_merit
					highest_held_title_tier >= tier_kingdom
				}
				save_scope_as = new_liege_for_homeless_families
			}
		}
		if = {
			limit = {
				exists = scope:new_liege_for_homeless_families
			}
			every_vassal = {
				limit = {
					is_landless_ruler = yes
					NOT = {
						culture = {
							has_same_culture_heritage = root.culture
						}
					}

As written in game/common/scripted_effects/10_dlc_tgp_scripted_effects.txt.

The first 120 of its 164 lines; the rest is in game/common/scripted_effects/10_dlc_tgp_scripted_effects.txt from line 4014.

Where it is used

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

Source: game/common/scripted_effects/10_dlc_tgp_scripted_effects.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?