CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect

sacrifice_prisoner_effect

sacrifice_prisoner_effect = { EXECUTIONER = … VICTIM = … }

game/common/scripted_effects/00_prison_effects.txt, line 1482 (160 lines). Parameters: $EXECUTIONER$, $VICTIM$.

sacrifice_prisoner_effect is a scripted effect in Crusader Kings III, written at line 1482 of its file. A call passes 2 parameters: EXECUTIONER and VICTIM. The game's script calls it in 1 place, among them Befriend: Friendly Offering (event befriend_ongoing.9105). Patch 1.20.1.2, from game/common/scripted_effects/00_prison_effects.txt.

The comment above it in the file

Used for religious sacrifice

What it does

• 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)
sacrifice_prisoner_effect = {

	$VICTIM$ = {
		save_scope_as = victim
	}

	$EXECUTIONER$ = {
		save_scope_as = executioner
	}

	scope:executioner = {
		if = {
			limit = {
				OR = {
					#is_spouse_of = scope:victim
					is_close_family_of = scope:victim
					scope:victim = { tier_or_related_liege_tier_greater_or_equal_trigger = { TIER = tier_kingdom } } #Kingdom & empire
				}
			}
			add_dread = major_dread_gain
		}
		else_if = {
			limit = {
				OR = {
					scope:victim = { tier_or_related_liege_tier_equal_trigger = { TIER = tier_duchy } }
					scope:victim = { tier_or_related_liege_tier_equal_trigger = { TIER = tier_county } }
				}
			}
			add_dread = medium_dread_gain
		}
		else = {
			add_dread = minor_dread_gain
		}
		if = {
			limit = {
				faith = scope:victim.faith
				NOT = {
					scope:executioner.rite = {
						rite_has_parameter = human_sacrifice_active
					}
				}
			}
			add_piety = minor_piety_loss
		}
		else_if = {
			limit = {
				scope:executioner.rite = {
					rite_has_parameter = human_sacrifice_active
				}
			}
			if = {
				limit = {
					scope:victim = {
						highest_held_title_tier = 5
					}
				}
				add_piety = massive_piety_gain
			}
			else_if = {
				limit = {
					scope:victim = {
						highest_held_title_tier = 4
					}
				}
				add_piety = major_piety_gain
			}
			else_if = {
				limit = {
					scope:victim = {
						highest_held_title_tier = 3
					}
				}
				add_piety = medium_piety_gain
			}
			else_if = {
				limit = {
					scope:victim = {
						highest_held_title_tier = 2
					}
				}
				add_piety = minor_piety_gain
			}
			else_if = {
				limit = {
					scope:victim = {
						highest_held_title_tier = 1
					}
				}
				add_piety = miniscule_piety_gain
			}
		}
		# Stress loss
		if = {
			limit = {
				has_trait = sadistic
			}
			stress_and_fulfillment_impact = {
				sadistic = medium_stress_impact_loss
			}
		}
		if = {
			limit = { #Killing infidels is relaxing
				has_trait = zealous
				scope:executioner.faith != scope:victim.faith
				NOT = {
					scope:executioner.rite = {
						rite_has_parameter = human_sacrifice_active
					}
				}
			}
			stress_and_fulfillment_impact = {
				zealous = minor_stress_impact_loss
			}
		}
		if = {
			limit = { #Even more so if the religion is in favor of doing it.
				has_trait = zealous
				scope:executioner.faith != scope:victim.faith
				scope:executioner.rite = {
					rite_has_parameter = human_sacrifice_active

As written in game/common/scripted_effects/00_prison_effects.txt.

The first 120 of its 160 lines; the rest is in game/common/scripted_effects/00_prison_effects.txt from line 1482.

Where it is used

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

Events (1)

Source: game/common/scripted_effects/00_prison_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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