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

create_seljuk_army_effect

create_seljuk_army_effect = yes

game/common/scripted_effects/01_dlc_fp3_scripted_effects.txt, line 1044 (260 lines). No parameters.

create_seljuk_army_effect is a scripted effect in Crusader Kings III, in the Legacy of Persia files, written at line 1044 of its file. It takes no parameters: create_seljuk_army_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 (2 lines)
      • If a check the game hides passes: the same again (1 line)
        • spawn_army = { … }

        Otherwise

        • spawn_army = { … }

      Otherwise

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

        Otherwise

        • spawn_army = { … }
  • scope:seljuk_nomad_horde:
    • assign_commander = scope:lead_seljuk

• 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)
create_seljuk_army_effect = {
	scope:lead_seljuk = { # Give them a sizable amount of troops to begin with so they don't instantly wipe out
		if = {
			limit = { has_dlc_feature = tours_and_tournaments }
			# Give base_level troops that don't replenish
			if = {
				limit = {
					has_mpo_dlc_trigger = yes
				}
				spawn_army = { 
					men_at_arms = {
						type = nomadic_riders
						stacks = {
							value = seljuk_invasion_nomad_strength_score_levy
							multiply = 2
							divide = 100
						}
					}
					men_at_arms = {
						type = horse_archers
						stacks = {
							value = var:seljuk_invasion_nomad_strength_score
							multiply = fp3_seljuk_stack_miniscule_value
							multiply = scope:victim_strength_modifier
						}
					}
					men_at_arms = {
						type = accolade_maa_horse_archers
						stacks = {
							value = var:seljuk_invasion_nomad_strength_score
							multiply = fp3_seljuk_stack_miniscule_value
							multiply = scope:victim_strength_modifier
						}
					}
					men_at_arms = {
						type = heavy_horse_archers
						stacks = {
							value = var:seljuk_invasion_nomad_strength_score
							multiply = fp3_seljuk_stack_miniscule_value
							multiply = scope:victim_strength_modifier
						}
					}
					men_at_arms = {
						type = steppe_raiders
						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_miniscule_value
							multiply = scope:victim_strength_modifier
						}
					}
					men_at_arms = {
						type = accolade_maa_outriders
						stacks = {
							value = var:seljuk_invasion_nomad_strength_score
							multiply = fp3_seljuk_stack_miniscule_value
							multiply = scope:victim_strength_modifier
						}
					}
					men_at_arms = {
						type = onager
						stacks = {
							value = seljuk_invasion_nomad_strength_score_siege_weapon
							multiply = fp3_seljuk_stack_monumental_value
							multiply = scope:victim_strength_modifier
						}
					}
					location = scope:spawn_location
					war = scope:war
					war_keep_on_attacker_victory = yes
					uses_supply = no
					save_scope_as = seljuk_nomad_horde
					name = fp3_seljuk_horde_army_title
				}
			}
			else = {
				spawn_army = { 
					levies = {
						value = seljuk_invasion_nomad_strength_score_levy
						multiply = 2
					}
					men_at_arms = {
						type = horse_archers
						stacks = {
							value = var:seljuk_invasion_nomad_strength_score
							multiply = fp3_seljuk_stack_miniscule_value
							multiply = scope:victim_strength_modifier
						}
					}
					men_at_arms = {
						type = accolade_maa_horse_archers
						stacks = {
							value = var:seljuk_invasion_nomad_strength_score
							multiply = fp3_seljuk_stack_miniscule_value
							multiply = scope:victim_strength_modifier
						}
					}
					men_at_arms = {
						type = accolade_maa_horse_archers
						stacks = {
							value = var:seljuk_invasion_nomad_strength_score
							multiply = fp3_seljuk_stack_miniscule_value
							multiply = scope:victim_strength_modifier
						}
					}
					men_at_arms = {
						type = light_horsemen
						stacks = {
							value = var:seljuk_invasion_nomad_strength_score
							multiply = fp3_seljuk_stack_minor_value
							multiply = scope:victim_strength_modifier
						}
					}

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

The first 120 of its 260 lines; the rest is in game/common/scripted_effects/01_dlc_fp3_scripted_effects.txt from line 1044.

Where it is used

Every place in common/, events/ and history/ that calls create_seljuk_army_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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