CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect

accolade_to_mercenary_effect

accolade_to_mercenary_effect = yes

game/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!
    • If

      • scope:accolade_rank_value >= 6

      Then

      Else if

      • scope:accolade_rank_value >= 5

      Then

      Otherwise

  • If

    • scope:accolade_rank_value >= 6

    Then

    Else if

    • scope:accolade_rank_value >= 5

    Then

    Otherwise

  • 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

    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 }

    Otherwise

    • If

      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

      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

      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

      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

    • … (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)

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.

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