Scripted effect · Roads to Power files
remove_other_eparch_modifiers_effect
remove_other_eparch_modifiers_effect = yesgame/common/scripted_effects/07_dlc_ep3_scripted_effects.txt, line 3698 (111 lines). No parameters.
remove_other_eparch_modifiers_effect is a scripted effect in Crusader Kings III, in the Roads to Power files, written at line 3698 of its file. It takes no parameters: remove_other_eparch_modifiers_effect = yes. The game's script calls it in 4 places, among them Appease Populace (court task), Develop Capital (court task) and Enforce Public Order (court task). Patch 1.20.1.2, from game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.
What it does
Every line of it is script with no tooltip text: the script is below.
The script as written (111 lines of game script)
remove_other_eparch_modifiers_effect = {
hidden_effect = { # No need to show this
# Let's check for the county opinion modifier first
scope:liege ?= {
# We check and scope to all counties to make sure we remove any stray modifiers in case the capital is moved, etc.
if = {
limit = {
any_realm_county = {
any_county_province = {
has_province_modifier = ep3_eparch_county_opinion_modifier
}
}
}
every_realm_county = {
limit = {
any_county_province = {
has_province_modifier = ep3_eparch_county_opinion_modifier
}
}
every_county_province = {
limit = {
has_province_modifier = ep3_eparch_county_opinion_modifier
}
remove_province_modifier = ep3_eparch_county_opinion_modifier
}
}
}
}
# Next is the troop modifier
scope:liege ?= {
# We check and scope to all counties to make sure we remove any stray modifiers in case the capital is moved, etc.
if = {
limit = {
any_realm_county = {
any_county_province = {
has_province_modifier = ep3_eparch_troops_modifier
}
}
}
every_realm_county = {
limit = {
any_county_province = {
has_province_modifier = ep3_eparch_troops_modifier
}
}
every_county_province = {
limit = {
has_province_modifier = ep3_eparch_troops_modifier
}
remove_province_modifier = ep3_eparch_troops_modifier
}
}
}
}
# Next is the county control modifier
scope:liege ?= {
# We check and scope to all counties to make sure we remove any stray modifiers in case the capital is moved, etc.
if = {
limit = {
any_realm_county = {
any_county_province = {
has_province_modifier = ep3_eparch_control_modifier
}
}
}
every_realm_county = {
limit = {
any_county_province = {
has_province_modifier = ep3_eparch_control_modifier
}
}
every_county_province = {
limit = {
has_province_modifier = ep3_eparch_control_modifier
}
remove_province_modifier = ep3_eparch_control_modifier
}
}
}
}
# And finally, the development modifier
scope:liege ?= {
# We check and scope to all counties to make sure we remove any stray modifiers in case the capital is moved, etc.
if = {
limit = {
any_realm_county = {
any_county_province = {
has_province_modifier = ep3_eparch_development_modifier
}
}
}
every_realm_county = {
limit = {
any_county_province = {
has_province_modifier = ep3_eparch_development_modifier
}
}
every_county_province = {
limit = {
has_province_modifier = ep3_eparch_development_modifier
}
remove_province_modifier = ep3_eparch_development_modifier
}
}
}
}
}
}As written in game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls remove_other_eparch_modifiers_effect.
Court position tasks (4)
- Appease Populace
- Develop Capital
- Enforce Public Order
- Support Troops
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.