Scripted trigger
can_increase_government_authority
can_increase_government_authority = yesgame/common/scripted_triggers/00_law_triggers.txt, line 64 (30 lines). No parameters.
can_increase_government_authority is a scripted trigger in Crusader Kings III, written at line 64 of its file. It takes no parameters: can_increase_government_authority = yes (or no). The game's script calls it in 3 places, among them Subsidize Liege Authority (interaction), … Blood (event bp2_yearly.6080) and Mandate: (event diarchy.1701). Patch 1.20.1.2, from game/common/scripted_triggers/00_law_triggers.txt.
What it checks
realm_law_authority_level_max = norealm_law_use_government_authority = yesIf
has_realm_law_flag = has_requirement_for_authority_level
Then
If
Then
- Depending on has realm law flag:
- When has realm law flag is authority level 2:
- When has realm law flag is authority level 1:
- When has realm law flag is authority level 0:
- In any other case: Never
Otherwise
- Depending on has realm law flag:
- When has realm law flag is authority level 2:
can_pass_law_ca3_trigger = yes
- When has realm law flag is authority level 1:
can_pass_law_ca2_trigger = yes
- When has realm law flag is authority level 0:
can_pass_law_ca1_trigger = yes
- In any other case: Never
- When has realm law flag is authority level 2:
- Depending on has realm law flag:
• 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 (30 lines of game script)
can_increase_government_authority = {
realm_law_authority_level_max = no
realm_law_use_government_authority = yes
trigger_if = {
limit = {
has_realm_law_flag = has_requirement_for_authority_level
}
trigger_if = {
limit = {
realm_law_use_church_authority = yes
}
switch = {
trigger = has_realm_law_flag
authority_level_2 = { can_pass_law_church_authority_3_trigger = yes }
authority_level_1 = { can_pass_law_church_authority_2_trigger = yes }
authority_level_0 = { can_pass_law_church_authority_1_trigger = yes }
fallback = { always = no }
}
}
trigger_else = {
switch = {
trigger = has_realm_law_flag
authority_level_2 = { can_pass_law_ca3_trigger = yes }
authority_level_1 = { can_pass_law_ca2_trigger = yes }
authority_level_0 = { can_pass_law_ca1_trigger = yes }
fallback = { always = no }
}
}
}
}As written in game/common/scripted_triggers/00_law_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls can_increase_government_authority.
Character interactions (1)
Source: game/common/scripted_triggers/00_law_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.