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

spawn_natural_disaster_contract_effect

spawn_natural_disaster_contract_effect = yes

game/common/scripted_effects/10_dlc_tgp_scripted_effects.txt, line 335 (74 lines). No parameters.

spawn_natural_disaster_contract_effect is a scripted effect in Crusader Kings III, in the All Under Heaven files, written at line 335 of its file. It takes no parameters: spawn_natural_disaster_contract_effect = yes. The game's script calls it in 2 places, among them … Earthquake (situation) and … Flood (situation). Patch 1.20.1.2, from game/common/scripted_effects/10_dlc_tgp_scripted_effects.txt.

What it does

  • If

    Then

    • 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_natural_disaster_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 (74 lines of game script)
spawn_natural_disaster_contract_effect = {
	if = {
		limit = {
			is_governor = yes
			trigger_if = {
				limit = { is_ai = yes }
				is_available = yes
			}
		}
		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_natural_disaster_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_natural_disaster_contract_effect.

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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