CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · All Under Heaven files

spawn_celestial_governance_contract_effect

spawn_celestial_governance_contract_effect = yes

game/common/scripted_effects/10_dlc_tgp_scripted_effects.txt, line 1 (65 lines). No parameters.

spawn_celestial_governance_contract_effect is a scripted effect in Crusader Kings III, in the All Under Heaven files, written at line 1 of its file. It takes no parameters: spawn_celestial_governance_contract_effect = yes. The game's script calls it in 2 places, among them on_game_start_after_lobby (on action) and yearly_playable_pulse (on action). Patch 1.20.1.2, from game/common/scripted_effects/10_dlc_tgp_scripted_effects.txt.

What it does

  • 1 of 3 things will happen:
    • 50%: Nothing else happens
    • 33% (base chance; changed in play): Nothing else happens
    • 17% (base chance; changed in play): Nothing else happens
  • trigger_event = { on_action = spawn_celestial_governance_contract_on_action }

• 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 (65 lines of game script)
spawn_celestial_governance_contract_effect = {
	save_scope_as = governor
	# Select the Contract Tier (somewhat randomized, based on your experience as a governor)
	random_list = {
		30 = {
			save_scope_value_as = {
				name = governance_task_contract_tier
				value = define:NTaskContract|LOW_TASK_CONTRACT_TIER
			}
		}
		20 = {
			save_scope_value_as = {
				name = governance_task_contract_tier
				value = define:NTaskContract|MEDIUM_TASK_CONTRACT_TIER
			}

			modifier = {
				add = 10
				has_trait = governor
			}
			modifier = {
				add = 10
				has_trait = governor
				has_trait_xp = {
					trait = governor
					value >= 40
				}
			}
		}
		10 = {
			save_scope_value_as = {
				name = governance_task_contract_tier
				value = define:NTaskContract|HIGH_TASK_CONTRACT_TIER
			}

			modifier = {
				add = 10
				has_trait = governor
			}
			modifier = {
				add = 10
				has_trait = governor
				has_trait_xp = {
					trait = governor
					value >= 40
				}
			}
			modifier = {
				add = 20
				has_trait = governor
				has_trait_xp = {
					trait = governor
					value >= 80
				}
			}
		}
	}

	# Select which contract to create
	trigger_event = {
		on_action = spawn_celestial_governance_contract_on_action
	}

	play_sound_effect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_archives_japanese"
}

As written in game/common/scripted_effects/10_dlc_tgp_scripted_effects.txt.

Where it is used

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

On actions (the game's own hooks) (2)

  • on_game_start_after_lobby
  • yearly_playable_pulse

Source: game/common/scripted_effects/10_dlc_tgp_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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