CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · Legacy of Persia files

create_seljuk_army_at_peace_effect

create_seljuk_army_at_peace_effect = yes

game/common/scripted_effects/01_dlc_fp3_scripted_effects.txt, line 1305 (60 lines). No parameters.

create_seljuk_army_at_peace_effect is a scripted effect in Crusader Kings III, in the Legacy of Persia files, written at line 1305 of its file. It takes no parameters: create_seljuk_army_at_peace_effect = yes. The game's script calls it in 1 place, among them Desperate Nomads (event fp3_story_cycle_seljuks_invasion_events.0002). Patch 1.20.1.2, from game/common/scripted_effects/01_dlc_fp3_scripted_effects.txt.

What it does

  • scope:lead_seljuk:
    • If a check the game hides passes: the same again (1 line)
      • spawn_army = { … }

      Otherwise

      • spawn_army = { … }

• 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 (60 lines of game script)
create_seljuk_army_at_peace_effect = {
	# Give base_level troops that don't replenish
	scope:lead_seljuk = {
		# Give troops to attacker based on strength score counter
		if = {
			limit = { has_dlc_feature = tours_and_tournaments }
			spawn_army = { 
				men_at_arms = {
					type = nomadic_riders
					stacks = {
						value = seljuk_invasion_nomad_strength_score_levy
						divide = 100
					}
				}
				men_at_arms = {
					type = heavy_horse_archers
					stacks = {
						value = var:seljuk_invasion_nomad_strength_score
						multiply = fp3_seljuk_stack_minor_value
						multiply = scope:victim_strength_modifier
					}
				}
				men_at_arms = {
					type = nomad_lancers
					stacks = {
						value = var:seljuk_invasion_nomad_strength_score
						multiply = fp3_seljuk_stack_minor_value
						multiply = scope:victim_strength_modifier
					}
				}
				men_at_arms = {
					type = onager
					stacks = seljuk_invasion_nomad_strength_score_siege_weapon
				}
				location = scope:spawn_location
				origin = scope:spawn_location
				save_scope_as = seljuk_nomad_horde
				name = fp3_seljuk_horde_army_title
			}
		}
		else = {
			spawn_army = { 
				levies = seljuk_invasion_nomad_strength_score_levy
				men_at_arms = {
					type = horse_archers
					stacks = var:seljuk_invasion_nomad_strength_score
				}
				men_at_arms = {
					type = onager
					stacks = seljuk_invasion_nomad_strength_score_siege_weapon
				}
				location = scope:spawn_location
				origin = scope:spawn_location
				uses_supply = no
				save_scope_as = seljuk_nomad_horde
				name = fp3_seljuk_horde_army_title
			}
		}
	}
}

As written in game/common/scripted_effects/01_dlc_fp3_scripted_effects.txt.

Where it is used

Every place in common/, events/ and history/ that calls create_seljuk_army_at_peace_effect.

Events (1)

Source: game/common/scripted_effects/01_dlc_fp3_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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