Scripted effect
remove_random_county_corruption_modifier_effect
remove_random_county_corruption_modifier_effect = yesgame/common/scripted_effects/00_county_corruption_effects.txt, line 1624 (118 lines). No parameters.
remove_random_county_corruption_modifier_effect is a scripted effect in Crusader Kings III, written at line 1624 of its file. It takes no parameters: remove_random_county_corruption_modifier_effect = yes. The game's script calls it in 1 place, among them realm_maintenance.0004 (event). Patch 1.20.1.2, from game/common/scripted_effects/00_county_corruption_effects.txt.
What it does
- 1 of 19 things will happen:
- 5%:
- 5%:
- 5%:
- 5%:
- 5%:
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- 5%:
- 5%:
- 5%:
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• 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 (118 lines of game script)
remove_random_county_corruption_modifier_effect = {
random_list = {
100 = {
trigger = {
has_county_modifier = county_corruption_inefficient_tax_collection_modifier
}
remove_inefficient_tax_collection_modifier_effect = yes
}
100 = {
trigger = {
has_county_modifier = county_corruption_deserting_levies_modifier
}
remove_deserting_levies_modifier_effect = yes
}
100 = {
trigger = {
has_county_modifier = county_corruption_smuggling_ring_modifier
}
remove_smuggling_ring_modifier_effect = yes
}
100 = {
trigger = {
has_county_modifier = county_corruption_bandits_rampant_modifier
}
remove_bandits_rampant_modifier_effect = yes
}
100 = {
trigger = {
has_county_modifier = county_corruption_inefficient_census_modifier
}
remove_inefficient_census_modifier_effect = yes
}
100 = {
trigger = {
has_county_modifier = county_corruption_lack_of_sheriffs_modifier
}
remove_lack_of_sheriffs_modifier_effect = yes
}
100 = {
trigger = {
has_county_modifier = county_corruption_lack_of_courts_modifier
}
remove_lack_of_courts_modifier_effect = yes
}
100 = {
trigger = {
has_county_modifier = county_corruption_thieves_guild_modifier
}
remove_thieves_guild_modifier_effect = yes
}
100 = {
trigger = {
has_county_modifier = county_corruption_unsafe_highways_modifier
}
remove_unsafe_highways_modifier_effect = yes
}
100 = {
trigger = {
has_county_modifier = county_corruption_uncooperative_guilds_modifier
}
remove_uncooperative_guilds_modifier_effect = yes
}
100 = {
trigger = {
has_county_modifier = county_corruption_lackluster_administration_modifier
}
remove_lackluster_administration_modifier_effect = yes
}
100 = {
trigger = {
has_county_modifier = county_corruption_roaming_bandits_modifier
}
remove_roaming_bandits_modifier_effect = yes
}
100 = {
trigger = {
has_county_modifier = county_corruption_wild_beast_attacks_modifier
}
remove_wild_beast_attacks_modifier_effect = yes
}
100 = {
trigger = {
has_county_modifier = county_corruption_upset_shepherds_modifier
}
remove_upset_shepherds_modifier_effect = yes
}
100 = {
trigger = {
has_county_modifier = county_corruption_rogue_warriors_modifier
}
remove_rogue_warriors_modifier_effect = yes
}
100 = {
trigger = {
has_county_modifier = county_corruption_unruly_nomads_modifier
}
remove_unruly_nomads_modifier_effect = yes
}
100 = {
trigger = {
has_county_modifier = small_investment_in_revolt_modifier
}
remove_small_investment_in_revolt_modifier_effect = yes
}
100 = {
trigger = {
has_county_modifier = medium_investment_in_revolt_modifier
}
remove_medium_investment_in_revolt_modifier_effect = yes
}
100 = {
trigger = {
has_county_modifier = high_investment_in_revolt_modifier
}
remove_high_investment_in_revolt_modifier_effect = yes
}
}
}As written in game/common/scripted_effects/00_county_corruption_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls remove_random_county_corruption_modifier_effect.
Events (1)
Source: game/common/scripted_effects/00_county_corruption_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.