Scripted effect
accolade_to_mercenary_effect
accolade_to_mercenary_effect = yesgame/common/scripted_effects/00_accolades_scripted_effects.txt, line 10770 (984 lines). No parameters.
accolade_to_mercenary_effect is a scripted effect in Crusader Kings III, written at line 10770 of its file. It takes no parameters: accolade_to_mercenary_effect = yes. The game's script calls it in 2 places, among them Form Knightly Sellsword Band (interaction) and … Mercenary … (event accolade.0100). Its body carries 9 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_accolades_scripted_effects.txt.
What it does
scope:accolade_owner:- … Accolade ceases to exist: all of its accumulated Glory and Accolade Ranks are lost!
Else if
scope:accolade_rank_value >= 5
Then
- … gains … Renown
- Effects reduced because … is below Accolade Rank 6
Otherwise
- … gains … Renown
- Effects reduced because … is below Accolade Rank 6
If
scope:accolade_rank_value >= 6
Then
- Gains the modifier “Glorious Free Knight”
- Knight Effectiveness per Prowess Skill +0.2%
- Men-at-Arms Recruitment Cost -50%
- Prestige +1.5/month
- Domicile Income +0.3/month
- Provisions Gain +50%
Else if
scope:accolade_rank_value >= 5
Then
- Gains the modifier “August Free Knight”
- Knight Effectiveness per Prowess Skill +0.1%
- Men-at-Arms Recruitment Cost -35%
- Prestige +1/month
- Domicile Income +0.2/month
- Provisions Gain +30%
Otherwise
- Gains the modifier “Lionized Free Knight”
- Knight Effectiveness per Prowess Skill +0.1%
- Men-at-Arms Recruitment Cost -25%
- Prestige +0.5/month
- Domicile Income +0.1/month
- Provisions Gain +20%
- If landed:
force_step_down_landed_titles = yes
create_landless_adventurer_title_tooltip_effect = yes- Gains the modifier “Voluntary Adventurer” for 5 years
- Adopts the Swords-for-Hire Law
- Opinion: Alliance Deal (+50)
- Becomes your Ally
create_alliance = { target = scope:accolade_owner allied_through_owner = scope:acclaimed_knight allied_through_target = scope:accolade_owner }If
One of these
- Their culture: The Culture has the Can recruit Horse Archers as Men-at-Arms Tradition
or
mpo_can_recruit_nomad_maa_trigger = yes
Then
- If accolade mercenary maa size at least 5:
create_maa_regiment = { type = horse_archers check_can_recruit = no size = 6 }
- Else, if accolade mercenary maa size at least 3:
create_maa_regiment = { type = horse_archers check_can_recruit = no size = 4 }
- Otherwise:
create_maa_regiment = { type = horse_archers check_can_recruit = no size = 2 }
If
a check the game hides
Then
- If accolade mercenary maa size at least 5:
create_maa_regiment = { type = heavy_horse_archers check_can_recruit = no size = 6 }
- Else, if accolade mercenary maa size at least 3:
create_maa_regiment = { type = heavy_horse_archers check_can_recruit = no size = 4 }
- Otherwise:
create_maa_regiment = { type = heavy_horse_archers check_can_recruit = no size = 2 }
Otherwise
- If accolade mercenary maa size at least 5:
create_maa_regiment = { type = horse_archers check_can_recruit = no size = 6 }
- Else, if accolade mercenary maa size at least 3:
create_maa_regiment = { type = horse_archers check_can_recruit = no size = 4 }
- Otherwise:
create_maa_regiment = { type = horse_archers check_can_recruit = no size = 2 }
- If accolade mercenary maa size at least 5:
Otherwise
If
- Their culture:
has_innovation = innovation_arched_saddleculture_specializes_in_heavy_cavalry_maa = yesculture_has_heavy_cavalry_maa = no
Then
- If accolade mercenary maa size at least 5:
create_maa_regiment = { type = armored_horsemen check_can_recruit = no size = 6 }
- Else, if accolade mercenary maa size at least 3:
create_maa_regiment = { type = armored_horsemen check_can_recruit = no size = 4 }
- Otherwise:
create_maa_regiment = { type = armored_horsemen check_can_recruit = no size = 2 }
Else if
- Their culture:
has_innovation = innovation_quilted_armorculture_specializes_in_heavy_infantry_maa = yesculture_has_heavy_infantry_maa = no
Then
- If accolade mercenary maa size at least 5:
create_maa_regiment = { type = armored_footmen check_can_recruit = no size = 6 }
- Else, if accolade mercenary maa size at least 3:
create_maa_regiment = { type = armored_footmen check_can_recruit = no size = 4 }
- Otherwise:
create_maa_regiment = { type = armored_footmen check_can_recruit = no size = 2 }
Else if
- Their culture:
Then
- If accolade mercenary maa size at least 5:
create_maa_regiment = { type = light_horsemen check_can_recruit = no size = 6 }
- Else, if accolade mercenary maa size at least 3:
create_maa_regiment = { type = light_horsemen check_can_recruit = no size = 4 }
- Otherwise:
create_maa_regiment = { type = light_horsemen check_can_recruit = no size = 2 }
Else if
- Their culture:
Then
- If accolade mercenary maa size at least 5:
create_maa_regiment = { type = pikemen_unit check_can_recruit = no size = 6 }
- Else, if accolade mercenary maa size at least 3:
create_maa_regiment = { type = pikemen_unit check_can_recruit = no size = 4 }
- Otherwise:
create_maa_regiment = { type = pikemen_unit check_can_recruit = no size = 2 }
Else if
- Their culture:
culture_specializes_in_archer_maa = yesculture_has_archer_maa = noOne of these
has_innovation = innovation_repeating_crossbowor
has_innovation = innovation_advanced_bowmaking
- Their culture:
- … (more in the script below)
• 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 (120 lines of game script)
accolade_to_mercenary_effect = {
scope:accolade_owner = {
custom_tooltip = accolade_destruction_warning_tt
dynasty ?= {
save_scope_as = owner_dynasty
}
if = {
limit = {
scope:accolade_rank_value >= 6
}
custom_tooltip = accolade_renown_gain_major_tt
hidden_effect = {
dynasty = { add_dynasty_prestige = major_dynasty_prestige_gain }
}
}
else_if = {
limit = {
scope:accolade_rank_value >= 5
}
custom_tooltip = accolade_renown_gain_medium_tt
hidden_effect = {
dynasty = { add_dynasty_prestige = medium_dynasty_prestige_gain }
}
custom_tooltip = accolade_mercenary_reduced_reward_tt
}
else = {
custom_tooltip = accolade_renown_gain_minor_tt
hidden_effect = {
dynasty = { add_dynasty_prestige = minor_dynasty_prestige_gain }
}
custom_tooltip = accolade_mercenary_reduced_reward_tt
}
}
#gain maa and renown modifier, scaled by glory level
if = {
limit = {
scope:accolade_rank_value >= 6
}
add_character_modifier = {
modifier = glorious_accolade_mercenary
}
}
else_if = {
limit = {
scope:accolade_rank_value >= 5
}
add_character_modifier = {
modifier = august_accolade_mercenary
}
}
else = {
add_character_modifier = {
modifier = lionized_accolade_mercenary
}
}
if = {
limit = {
is_landed = yes
}
force_step_down_landed_titles = yes
}
hidden_effect = { scope:acclaimed_knight.accolade = { retire_accolade = yes } }
create_landless_adventurer_title_tooltip_effect = yes
add_character_modifier = {
modifier = ep3_voluntary_laamp_character_modifier
years = 5
}
if = {
limit = {
exists = root
}
hidden_effect = {
# Create Adventurer
create_landless_adventurer_title_effect = {
REASON = flag:acclaimed_mercenary
FLAVOR_CHAR = scope:acclaimed_knight
}
domicile ?= {
change_provisions = major_provisions_gain
}
}
}
add_realm_law = camp_purpose_mercenaries
# Debug tracking
if = {
limit = {
is_ai = yes
debug_only = yes
}
if = {
limit = { exists = global_var:ai_voluntary_laamp_count }
change_global_variable = {
name = ai_voluntary_laamp_count
add = 1
}
}
else = {
set_global_variable = {
name = ai_voluntary_laamp_count
value = 1
}
}
debug_log = "AI became adventurer voluntarily"
debug_log_scopes = yes
}
hidden_effect = {
add_gold = scope:accolade_owner.medium_gold_value
}
add_opinion = {
modifier = perk_negotiated_alliance_opinion
target = scope:accolade_owner
opinion = 50
}
hidden_effect = {
reverse_add_opinion = {
modifier = event_negotiated_alliance_opinion
target = scope:accolade_owner
}As written in game/common/scripted_effects/00_accolades_scripted_effects.txt.
The first 120 of its 984 lines; the rest is in game/common/scripted_effects/00_accolades_scripted_effects.txt from line 10770.
Where it is used
Every place in common/, events/ and history/ that calls accolade_to_mercenary_effect.
Character interactions (1)
Events (1)
- … Mercenary …
accolade.0100
Source: game/common/scripted_effects/00_accolades_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.