CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · Roads to Power files

seize_realm_scheme_success_effect

seize_realm_scheme_success_effect = yes

game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt, line 1977 (139 lines). No parameters.

seize_realm_scheme_success_effect is a scripted effect in Crusader Kings III, in the Roads to Power files, written at line 1977 of its file. It takes no parameters: seize_realm_scheme_success_effect = yes. The game's script calls it in 2 places, among them Seize Realm: Stolen Crown (event ep3_laamps.0410) and Seize Realm: The New … (event ep3_laamps.0401). Patch 1.20.1.2, from game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.

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)
seize_realm_scheme_success_effect = {
	# scope:target = ruler
	# scope:owner = adventurer

	hidden_effect = {
		scope:owner = {
			if = {
				limit = {
					NOT = { has_trait = adventurer }
				}
				add_trait = adventurer
			}
			every_courtier = {
				set_variable = {
					name = former_camp_leader
					value = scope:owner
				}
				add_trait = adventurer_follower
			}
		}
	}

	scope:target = {
		save_scope_as = background_dungeon_scope
		save_scope_as = background_courtyard_scope
		save_scope_as = background_throne_room_scope
		every_held_title = {
			limit = {
				is_leased_out = no
				is_landless_type_title = no
				is_head_of_faith = no
			}
			add_to_list = seized_titles
		}
		ordered_in_list = {
			list = seized_titles
			order_by = tier
			save_scope_as = realm_title
		}
	}
	# Determine independent vassals
	adventurer_realm_destabilisation_list_effect = {
		TITLE_GIVER = scope:target
		TITLE_RECEIVER = scope:owner
		TITLE = scope:target.primary_title
	}
	# Determine hierarchy
	ep3_become_landed_save_liege_effect = {
		TITLE_GIVER = scope:target
		ALWAYS_INDEPENDENT = no
		TITLE_LIST = seized_titles
	}
	# Resolve title, liege, government changes
	ep3_become_landed_transfer_effect = {
		TITLE_RECEIVER = scope:owner
		TITLE_LIST = seized_titles
		TYPE = usurped
		REASON = flag:seize_realm
		ENNOBLED_ADVENTURER = flag:yes
	}
	# Old ruler's fate
	if = {
		limit = { exists = scope:death }
		scope:target = {
			death = { death_reason = death_fight }
		}
	}
	else_if = {
		limit = { exists = scope:imprison }
		scope:target = { add_character_flag = was_abducted_block_notification_event }
		rightfully_imprison_character_less_verbose_effect = {
			TARGET = scope:target
			IMPRISONER = scope:owner
		}
	}
	add_clan_unity_interaction_effect = {
		CHARACTER = scope:owner
		TARGET = scope:target
		VALUE = medium_unity_loss
		DESC = clan_unity_seize_realm_attempted.desc
		REVERSE_NON_HOUSE_TARGET = no
	}
	successful_seize_realm_opinion_effect = {
		VICTIM = scope:target
		PLOTTER = scope:owner
	}
	# Vassals break away
	adventurer_realm_destabilisation_transfer_effect = {
		TITLE_RECEIVER = scope:owner
		TITLE_GIVER = scope:target
		TITLE = scope:realm_title
		TITLE_LIST = seized_titles
	}
	# Messages for nearby players
	create_landed_ruler_message_effect = {
		LANDED = scope:owner
		FLAVOR_CHAR = scope:target
		FLAVOR_TITLE = scope:realm_title
		REASON = flag:seize_realm
	}
	scope:owner = {
		create_character_memory = {
			type = seized_realm_memory
			participants = { deposed = scope:target }
		}
		ordered_memory = {
			memory_type = seized_realm_memory
			order_by = memory_creation_date
			if = {
				limit = {
					NOT = { exists = var:realm }
				}
				set_variable = {
					name = realm
					value = scope:realm_title
				}
			}
		}
	}
	scope:target = {

As written in game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.

The first 120 of its 139 lines; the rest is in game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt from line 1977.

Where it is used

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

Events (2)

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.

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