CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
Silk & Silverout Tue, Nov 17What's free, what needs the DLC, price →

Scripted effect

update_feudal_governments_by_religion_effect

update_feudal_governments_by_religion_effect = yes

game/common/scripted_effects/00_government_effects.txt, line 48 (16 lines). No parameters.

update_feudal_governments_by_religion_effect is a scripted effect in Crusader Kings III, written at line 48 of its file. It takes no parameters: update_feudal_governments_by_religion_effect = yes. The game's script calls it in 1 place, among them global_religion.0001 (event). Patch 1.20.1.2, from game/common/scripted_effects/00_government_effects.txt.

What it does

• 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 (16 lines of game script)
update_feudal_governments_by_religion_effect = {
	if = {
		limit = {
			faith = { religion_tag = islam_religion }
			government_has_flag = government_is_feudal
		}
		change_government = clan_government
	}
	else_if = {
		limit = {
			ep3_is_clan_inclined_trigger = no
			government_has_flag = government_is_clan
		}
		change_government = feudal_government
	}
}

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

Where it is used

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

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

Spotted a mistake on this page?