Scripted effect
save_old_government_effect
save_old_government_effect = yesgame/common/scripted_effects/00_government_effects.txt, line 1 (9 lines). No parameters.
save_old_government_effect is a scripted effect in Crusader Kings III, written at line 1 of its file. It takes no parameters: save_old_government_effect = yes. The game's script calls it in 2 places, among them scheme_critical_moments.2901 (event) and successful_popular_revolt_outcome_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_government_effects.txt.
What it does
Every line of it is script with no tooltip text: the script is below.
The script as written (9 lines of game script)
save_old_government_effect = {
if = {
limit = {
government_has_mechanic = administrative
}
save_scope_value_as = { name = admin value = yes }
}
government_type ?= { save_scope_as = old_government }
}As written in game/common/scripted_effects/00_government_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls save_old_government_effect.
Events (1)
Scripted effects (1)
Source: game/common/scripted_effects/00_government_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.