CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · Legacy of Persia files

restore_badd_fortress_scripted_effect

restore_badd_fortress_scripted_effect = yes

game/common/scripted_effects/01_dlc_fp3_scripted_effects.txt, line 1 (24 lines). No parameters.

restore_badd_fortress_scripted_effect is a scripted effect in Crusader Kings III, in the Legacy of Persia files, written at line 1 of its file. It takes no parameters: restore_badd_fortress_scripted_effect = yes. The game's script calls it in 2 places, among them Establish … Stronghold (decision) and The Fortress of Badd (event fp3_decision.0003). Patch 1.20.1.2, from game/common/scripted_effects/01_dlc_fp3_scripted_effects.txt.

What it does

  • Ahar › Their province:
    • add_province_modifier = extra_building_slot
    • add_province_modifier = { modifier = fp3_mountain_redoubt_modifier }
  • Tabriz: Development level in the county increases by +10
  • If

    • NOT = { capital_county = title:c_tabriz }

    Then

    • Tabriz becomes the realm capital
  • Ahar:
    • set_capital_barony = 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 (24 lines of game script)
restore_badd_fortress_scripted_effect = {
	
	# Buff Ahar 
	title:b_ahar = {
		# Give it an extra building slot.
		title_province = {
			add_province_modifier = extra_building_slot
			add_province_modifier = { #and a mighty defensive buff
				modifier = fp3_mountain_redoubt_modifier
			}
		}	
	}
	title:c_tabriz = { # And a decent development boost.
		change_development_level = minor_development_level_gain
	}
	# Make it your capital if it wasn't already.
	if = {
		limit = {
			NOT = { capital_county = title:c_tabriz }
		}
		set_realm_capital = title:c_tabriz
	}
	title:b_ahar = { set_capital_barony = yes }		
}

As written in game/common/scripted_effects/01_dlc_fp3_scripted_effects.txt.

Where it is used

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

Events (1)

Source: game/common/scripted_effects/01_dlc_fp3_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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