Scripted effect · All Under Heaven files
tgp_silk_road_feudalize_holding_effect
tgp_silk_road_feudalize_holding_effect = yesgame/common/scripted_effects/10_dlc_tgp_silk_road_scripted_effects.txt, line 579 (14 lines). No parameters.
tgp_silk_road_feudalize_holding_effect is a scripted effect in Crusader Kings III, in the All Under Heaven files, written at line 579 of its file. It takes no parameters: tgp_silk_road_feudalize_holding_effect = yes. The game's script calls it in 1 place, among them holding_pre_feudalize_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/10_dlc_tgp_silk_road_scripted_effects.txt.
What it does
- One random county situation:
- Where:
situation_type = silk_road_situationsituation_has_catalyst = catalyst_silk_road_mpo_region_resettled
- Counts toward the situation's next phase: “Steppe Resettlement”
- Where:
• 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 (14 lines of game script)
tgp_silk_road_feudalize_holding_effect = {
save_temporary_scope_as = county_temp
random_county_situation = {
limit = {
situation_type = silk_road_situation
situation_has_catalyst = catalyst_silk_road_mpo_region_resettled
}
trigger_situation_catalyst = {
catalyst = catalyst_silk_road_mpo_region_resettled
county = scope:county_temp
character = scope:actor
}
}
}As written in game/common/scripted_effects/10_dlc_tgp_silk_road_scripted_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls tgp_silk_road_feudalize_holding_effect.
Scripted effects (1)
Source: game/common/scripted_effects/10_dlc_tgp_silk_road_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.