Scripted effect
unite_africa_decision_effects
unite_africa_decision_effects = yesgame/common/scripted_effects/00_decisions_effects.txt, line 656 (75 lines). No parameters.
unite_africa_decision_effects is a scripted effect in Crusader Kings III, written at line 656 of its file. It takes no parameters: unite_africa_decision_effects = yes. The game's script calls it in 2 places, among them Unite Africa (decision) and One Africa (event iberia_north_africa.0010). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_decisions_effects.txt.
What it does
- Gain +750 Prestige
If
- Their faith:
One of these
religion_tag = islam_religionor
religion_tag = west_african_roog_religionor
religion_tag = west_african_religionor
religion_tag = west_african_bori_religionor
this = faith:miaphysitism
Then
- Gain +500 Piety
- Their faith: Fervor increases by +25
If
- Any vassal or below:
rite != scope:africa_uniter.rite- Is played by the AI
- Their capital province: Is in the Africa region
Then
- Any vassal or below:
If
- Any realm province:
rite != scope:africa_uniter.rite- Is in the Africa region
Then
- Every county in Africa not of the … Rite › 33% chance of: Converts to …
- Any realm province:
- Their faith:
• 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 (75 lines of game script)
unite_africa_decision_effects = {
#Prestige
add_prestige = massive_prestige_gain
#Religion bonuses
if = {
limit = {
faith = {
OR = {
religion_tag = islam_religion
religion_tag = west_african_roog_religion
religion_tag = west_african_religion
religion_tag = west_african_bori_religion
this = faith:miaphysitism
}
}
}
add_piety = massive_piety_gain
faith = {
change_fervor = {
value = medium_fervor_gain
desc = fervor_gain_united_africa
}
}
if = {
limit = {
any_vassal_or_below = {
rite != scope:africa_uniter.rite
is_ai = yes
capital_province ?= { geographical_region = world_africa }
}
}
every_vassal_or_below = {
custom = every_non_root_faith_vassal_africa
limit = {
rite != scope:africa_uniter.rite
is_ai = yes
capital_province ?= { geographical_region = world_africa }
}
random = {
chance = 33
set_character_rite = scope:africa_uniter.rite
}
}
}
if = {
limit = {
any_realm_province = {
rite != scope:africa_uniter.rite
geographical_region = world_africa
}
}
every_realm_province = {
limit = {
rite != scope:africa_uniter.rite
geographical_region = world_africa
}
county = { add_to_list = every_realm_county }
}
every_in_list = {
list = every_realm_county
custom = every_non_root_faith_county_africa
random = {
chance = 33
custom_tooltip = every_non_africa_uniter_faith_convert
hidden_effect = { set_county_rite = scope:africa_uniter.rite }
}
}
}
}
}As written in game/common/scripted_effects/00_decisions_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls unite_africa_decision_effects.
Decisions (1)
Events (1)
- One Africa
iberia_north_africa.0010
Source: game/common/scripted_effects/00_decisions_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.