Scripted effect
successful_popular_revolt_outcome_effect
successful_popular_revolt_outcome_effect = { FACTION_LEADER = … SOURCE_GOVERNMENT = … TARGET_TITLE = … }game/common/scripted_effects/00_faction_effects.txt, line 290 (466 lines). Parameters: $FACTION_LEADER$, $SOURCE_GOVERNMENT$, $TARGET_TITLE$.
successful_popular_revolt_outcome_effect is a scripted effect in Crusader Kings III, written at line 290 of its file. A call passes 3 parameters: FACTION_LEADER, SOURCE_GOVERNMENT and TARGET_TITLE. The game's script calls it in 2 places, among them Rebellion (casus belli) and faction_demand.1001 (event). Patch 1.20.1.2, from game/common/scripted_effects/00_faction_effects.txt.
The comment above it in the file
Shared effect between the Popular Faction's demand event and victory outcome. Parameters: $FACTION_LEADER$ $TARGET_TITLE$ $SOURCE_GOVERNMENT$
What it does
$FACTION_LEADER$ = { … }If
$SOURCE_GOVERNMENT$ = { government_allows = state_faith }$FACTION_LEADER$.culture = scope:faction_target.capital_county.culture$FACTION_LEADER$.rite != scope:faction_target.primary_title.state_rite
Then
$SOURCE_GOVERNMENT$.primary_title = { … }
Else if
$SOURCE_GOVERNMENT$ = { government_allows = state_faith }$FACTION_LEADER$.rite = scope:faction_target.primary_title.state_rite$FACTION_LEADER$.rite != scope:faction_target.rite
Then
$SOURCE_GOVERNMENT$.primary_title = { … }
Otherwise
- Every in list:
- Gains the … Title (faction leader)
becomes_independent = { change = scope:change_tooltip }
while = { … }
If
scope:faction_target.top_participant_group:dynastic_cycle:participant_group_type = hegemon_ruler
- Dynastic Cycle: The current phase counts “Lost Defensive Territorial War Dynastic Cycle Catalyst”
Then
- Dynastic Cycle: Counts toward the situation's next phase: “Lost Defensive Territorial War Dynastic Cycle Catalyst”
• 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)
successful_popular_revolt_outcome_effect = {
# Save scopes for later usage.
$FACTION_LEADER$ = {
save_scope_as = faction_leader
joined_faction = {
save_scope_as = popular_faction
every_faction_member = {
add_to_list = faction_members
}
faction_target = {
save_scope_as = faction_target
}
}
add_to_list = faction_members
}
$TARGET_TITLE$ = {
save_scope_as = some_title
}
if = { # Populists factions in an admin realm should aim to change state rite, if they are of the capital culture
limit = {
$SOURCE_GOVERNMENT$ = { government_allows = state_faith }
$FACTION_LEADER$.culture = scope:faction_target.capital_county.culture
$FACTION_LEADER$.rite != scope:faction_target.primary_title.state_rite
}
$SOURCE_GOVERNMENT$.primary_title = {
# Change the state rite
set_state_rite = $FACTION_LEADER$.rite
pam_tenet_popularity_boost_rite_effect = { RITE = state_rite }
# Try grabbing someone from the line of succession who practices the State Rite
if = {
limit = {
any_title_heir = {
rite = $FACTION_LEADER$.rite
}
}
ordered_title_heir = {
order_by = "appointment_candidate_score(prev)"
limit = {
rite = $FACTION_LEADER$.rite
}
save_scope_as = new_ruler
}
}
# Otherwise, make the peasant leader the new emperor
else = { $FACTION_LEADER$ = { save_scope_as = new_ruler } }
# Actually make the switch
create_title_and_vassal_change = {
type = conquest_populist
save_scope_as = change
}
# Transfer all titles to heir of primary title if only one governorship is held
hidden_effect = {
$SOURCE_GOVERNMENT$ = {
every_held_title = {
title_tier >= county
limit = {
is_landless_type_title = no
is_noble_family_title = no
}
change_title_holder_include_vassals = {
holder = scope:new_ruler
change = scope:change
take_baronies = no
}
}
}
}
resolve_title_and_vassal_change = scope:change
}
}
else_if = { # Populists factions of the state rite in an admin realm where the emperor is of a heretical rite simply take the empire
limit = {
$SOURCE_GOVERNMENT$ = { government_allows = state_faith }
$FACTION_LEADER$.rite = scope:faction_target.primary_title.state_rite
$FACTION_LEADER$.rite != scope:faction_target.rite
}
$SOURCE_GOVERNMENT$.primary_title = {
$FACTION_LEADER$ = { save_scope_as = new_ruler }
# Actually make the switch
create_title_and_vassal_change = {
type = conquest_populist
save_scope_as = change
}
# Transfer all titles to heir of primary title if only one governorship is held
hidden_effect = {
$SOURCE_GOVERNMENT$ = {
every_held_title = {
title_tier >= county
limit = {
is_landless_type_title = no
is_noble_family_title = no
}
change_title_holder_include_vassals = {
holder = scope:new_ruler
change = scope:change
take_baronies = no
}
}
}
}
resolve_title_and_vassal_change = scope:change
}
}
else = { # Otherwise we run the normal script
# Compile a list of all counties belonging to the faction.
scope:popular_faction = {
every_faction_county_member = {
limit = {
holder.top_liege ?= scope:faction_target
}
duchy = {
if = {
limit = { holder.top_liege ?= scope:faction_target }
add_to_list = seized_duchiesAs written in game/common/scripted_effects/00_faction_effects.txt.
The first 120 of its 466 lines; the rest is in game/common/scripted_effects/00_faction_effects.txt from line 290.
Where it is used
Every place in common/, events/ and history/ that calls successful_popular_revolt_outcome_effect.
Casus belli (1)
Events (1)
Source: game/common/scripted_effects/00_faction_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.