Scripted effect · Khans of the Steppe files
adopt_nomadic_ways_decision_event_effect
adopt_nomadic_ways_decision_event_effect = yesgame/common/scripted_effects/09_dlc_mpo_scripted_effects.txt, line 4835 (36 lines). No parameters.
adopt_nomadic_ways_decision_event_effect is a scripted effect in Crusader Kings III, in the Khans of the Steppe files, written at line 4835 of its file. It takes no parameters: adopt_nomadic_ways_decision_event_effect = yes. The game's script calls it in 1 place, among them The Way of the Nomad (event mpo_decisions_events.0120). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/09_dlc_mpo_scripted_effects.txt.
The comment above it in the file
Different effect as we cannot access the Herder scope in the preview
What it does
- Adopts Nomadic Government
- scope:title: Gains the … Title (root)
- 25% of your Provisions are converted into Herd
- Their domicile:
change_herd = { value = root.var:previous_provisions multiply = 0.25 }
- If does not have the Trait: Way of the Nomad: Gains the Trait Way of the Nomad
• 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 (36 lines of game script)
adopt_nomadic_ways_decision_event_effect = {
add_character_flag = {
flag = domicile_culture_and_faith_check
days = 1
}
set_variable = {
name = previous_provisions
value = root.domicile.provisions
}
change_government = nomad_government
location.county = { save_scope_as = title }
create_title_and_vassal_change = {
type = granted
save_scope_as = change
add_claim_on_loss = no
}
scope:title = {
change_title_holder = {
holder = root
change = scope:change
}
}
resolve_title_and_vassal_change = scope:change
# We give you 25% of your provisions as Herd
custom_tooltip = adopt_nomadic_ways_decision_herd_tt
domicile = {
change_herd = {
value = root.var:previous_provisions
multiply = 0.25
}
}
if = {
limit = { NOT = { has_trait = nomadic_philosophy } }
add_trait = 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_event_effect.
Events (1)
- The Way of the Nomad
mpo_decisions_events.0120
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.