Scripted effect
update_feudal_governments_by_religion_effect
update_feudal_governments_by_religion_effect = yesgame/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.
Events (1)
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.