CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect

strongest_ai_value_effect

strongest_ai_value_effect = yes

game/common/scripted_effects/00_ai_value_effects.txt, line 14 (308 lines). No parameters.

strongest_ai_value_effect is a scripted effect in Crusader Kings III, written at line 14 of its file. It takes no parameters: strongest_ai_value_effect = yes. The game's script calls it in 1 place, among them A Tedious Disagreement (event diplomacy_majesty_special.1011). Patch 1.20.1.2, from game/common/scripted_effects/00_ai_value_effects.txt.

The comment above it in the file

Saves a scope value with the "strongest" ai value (not exact values but based on the low/medium/high values in 00_ai_values.txt)

What it does

  • 1 of 16 things will happen:
    • 6% (base chance; changed in play): Nothing else happens
    • 6% (base chance; changed in play): Nothing else happens
    • 6% (base chance; changed in play): Nothing else happens
    • 6% (base chance; changed in play): Nothing else happens
    • 6% (base chance; changed in play): Nothing else happens
    • 6% (base chance; changed in play): Nothing else happens
    • 6% (base chance; changed in play): Nothing else happens
    • 6% (base chance; changed in play): Nothing else happens
    • 6% (base chance; changed in play): Nothing else happens
    • 6% (base chance; changed in play): Nothing else happens
    • 6% (base chance; changed in play): Nothing else happens
    • 6% (base chance; changed in play): Nothing else happens
    • 6% (base chance; changed in play): Nothing else happens
    • 6% (base chance; changed in play): Nothing else happens
    • 6% (base chance; changed in play): Nothing else happens
    • 6% (base chance; changed in play): Nothing else happens

• 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)
strongest_ai_value_effect = {
	random_list = {
		1 = { #Positive boldness
			trigger = { ai_boldness > 0 }
			modifier = {
				ai_boldness >= low_positive_boldness
				factor = 100
			}
			modifier = {
				ai_boldness >= medium_positive_boldness
				factor = 100
			}
			modifier = {
				ai_boldness >= high_positive_boldness
				factor = 100
			}
			set_variable = {
				name = strongest_ai_value
				value = flag:positive_boldness
			}
		}
		1 = { #Positive compassion
			trigger = { ai_compassion > 0 }
			modifier = {
				ai_compassion >= low_positive_compassion
				factor = 100
			}
			modifier = {
				ai_compassion >= medium_positive_compassion
				factor = 100
			}
			modifier = {
				ai_compassion >= high_positive_compassion
				factor = 100
			}
			set_variable = {
				name = strongest_ai_value
				value = flag:positive_compassion
			}	
		}
		1 = { #Positive greed
			trigger = { ai_greed > 0 }
			modifier = {
				ai_greed >= low_positive_greed
				factor = 100
			}
			modifier = {
				ai_greed >= medium_positive_greed
				factor = 100
			}
			modifier = {
				ai_greed >= high_positive_greed
				factor = 100
			}
			set_variable = {
				name = strongest_ai_value
				value = flag:positive_greed
			}
		}
		1 = { #Positive energy
			trigger = { ai_energy > 0 }
			modifier = {
				ai_energy >= low_positive_energy
				factor = 100
			}
			modifier = {
				ai_energy >= medium_positive_energy
				factor = 100
			}
			modifier = {
				ai_energy >= high_positive_energy
				factor = 100
			}
			set_variable = {
				name = strongest_ai_value
				value = flag:positive_energy
			}
		}
		1 = { #Positive honor
			trigger = { ai_honor > 0 }
			modifier = {
				ai_honor >= low_positive_honor
				factor = 100
			}
			modifier = {
				ai_honor >= medium_positive_honor
				factor = 100
			}
			modifier = {
				ai_honor >= high_positive_honor
				factor = 100
			}
			set_variable = {
				name = strongest_ai_value
				value = flag:positive_honor
			}
		}
		1 = { #Positive rationality
			trigger = { ai_rationality > 0 }
			modifier = {
				ai_rationality >= low_positive_rationality
				factor = 100
			}
			modifier = {
				ai_rationality >= medium_positive_rationality
				factor = 100
			}
			modifier = {
				ai_rationality >= high_positive_rationality
				factor = 100
			}
			set_variable = {
				name = strongest_ai_value
				value = flag:positive_rationality
			}
		}
		1 = { #Positive vengefulness
			trigger = { ai_vengefulness > 0 }
			modifier = {
				ai_vengefulness >= low_positive_vengefulness

As written in game/common/scripted_effects/00_ai_value_effects.txt.

The first 120 of its 308 lines; the rest is in game/common/scripted_effects/00_ai_value_effects.txt from line 14.

Where it is used

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

Events (1)

Source: game/common/scripted_effects/00_ai_value_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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