Scripted effect
select_fallback_pool_to_move_to_effect
select_fallback_pool_to_move_to_effect = yesgame/common/scripted_effects/00_courtier_guest_management_effects.txt, line 5 (76 lines). No parameters.
select_fallback_pool_to_move_to_effect is a scripted effect in Crusader Kings III, written at line 5 of its file. It takes no parameters: select_fallback_pool_to_move_to_effect = yes. The game's script calls it in 2 places, among them fallback_move_to_pool_effect (scripted effect) and select_pool_to_move_to_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_courtier_guest_management_effects.txt.
What it does
Every line of it is script with no tooltip text: the script is below.
The script as written (76 lines of game script)
select_fallback_pool_to_move_to_effect = {
if = {
limit = {
NOT = { exists = location }
}
random_duchy = {
limit = {
exists = title_capital_county
title_capital_county.culture = {
has_same_culture_heritage = scope:mover.culture
}
}
title_capital_county.holder.capital_province = { save_scope_as = destination }
}
if = {
limit = {
NOT = { exists = scope:destination }
}
random_duchy = {
limit = {
exists = title_capital_county
title_capital_county.faith = scope:mover.faith
}
title_capital_county.holder.capital_province = { save_scope_as = destination }
}
}
if = {
limit = {
NOT = { exists = scope:destination }
}
random_duchy = {
limit = {
exists = title_capital_county.holder.capital_province
}
title_capital_county.holder.capital_province = { save_scope_as = destination }
}
}
}
else = {
random_kingdom = {
limit = {
is_titular = no
title_capital_county.title_province ?= {
squared_distance = {
target = scope:mover.location value <= squared_distance_large
}
}
}
random_in_de_jure_hierarchy = {
limit = {
tier = tier_duchy
title_capital_county.holder.capital_province = { local_pool_is_full_trigger = no }
}
title_capital_county.holder.capital_province = { save_scope_as = destination }
}
}
if = {
limit = {
NOT = { exists = scope:destination }
exists = scope:mover.host.capital_province
}
scope:mover.host.capital_province = { save_scope_as = destination }
}
else_if = {
limit = {
NOT = { exists = scope:destination }
}
random_kingdom = {
limit = {
exists = title_capital_county
}
title_capital_county.holder.capital_province = { save_scope_as = destination }
}
}
}
}As written in game/common/scripted_effects/00_courtier_guest_management_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls select_fallback_pool_to_move_to_effect.
Scripted effects (2)
Source: game/common/scripted_effects/00_courtier_guest_management_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.