Scripted effect · Khans of the Steppe files
adopt_nomadic_ways_decision_effect
adopt_nomadic_ways_decision_effect = yesgame/common/scripted_effects/09_dlc_mpo_scripted_effects.txt, line 4824 (9 lines). No parameters.
adopt_nomadic_ways_decision_effect is a scripted effect in Crusader Kings III, in the Khans of the Steppe files, written at line 4824 of its file. It takes no parameters: adopt_nomadic_ways_decision_effect = yes. The game's script calls it in 2 places, among them Adopt the Nomadic Ways (decision) and The Eternal … (event mpo_greatest_of_khans.0030). Its body carries 2 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/09_dlc_mpo_scripted_effects.txt.
What it does
- Adopts Nomadic Government
- You gain the local County Title
- 25% of your Provisions are converted into Herd
- If does not have the Trait: Way of the Nomad:
add_trait_force_tooltip = nomadic_philosophy
• 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 (9 lines of game script)
adopt_nomadic_ways_decision_effect = {
change_government = nomad_government
custom_tooltip = adopt_nomadic_ways_decision_title_tt
custom_tooltip = adopt_nomadic_ways_decision_herd_tt
if = {
limit = { NOT = { has_trait = nomadic_philosophy } }
add_trait_force_tooltip = nomadic_philosophy
}
}As written in game/common/scripted_effects/09_dlc_mpo_scripted_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls adopt_nomadic_ways_decision_effect.
Decisions (1)
Events (1)
- The Eternal …
mpo_greatest_of_khans.0030
Source: game/common/scripted_effects/09_dlc_mpo_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.