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

faction_spawn_member_county_armies_effect

faction_spawn_member_county_armies_effect = { ARMY_OWNER = … FACTION = … PEASANT_ARMY_NAME = … }

game/common/scripted_effects/00_faction_effects.txt, line 2043 (27 lines). Parameters: $ARMY_OWNER$, $FACTION$, $PEASANT_ARMY_NAME$.

faction_spawn_member_county_armies_effect is a scripted effect in Crusader Kings III, written at line 2043 of its file. A call passes 3 parameters: ARMY_OWNER, FACTION and PEASANT_ARMY_NAME. The game's script calls it in 6 places, among them Blood and Gold: The Rabble (event tax_rivalry.3003), faction_demand.1101 (event) and faction_demand.2003 (event). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_faction_effects.txt.

What it does

  • Every Faction County:
    • change_county_control = peasant_war_starts_county_control_loss
    • Raises a … Army proportional to its Levies

• 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 (27 lines of game script)
faction_spawn_member_county_armies_effect = {
	every_faction_county_member = {
		custom = peasant_faction_every_county
		hidden_effect = {
			save_scope_as = county
			title_province = {
				save_scope_as = county_location
			}
		}

		# Reduce county control in faction member counties
		change_county_control = peasant_war_starts_county_control_loss

		# Spawn an army in each faction member county
		custom_tooltip = peasant_faction_spawn_county_levies
		hidden_effect = {
			$ARMY_OWNER$ = {
				spawn_army = {
					levies = scope:county.county_levies_to_raise
					location = scope:county_location
					war = $FACTION$.faction_war
					name = $PEASANT_ARMY_NAME$
				}
			}
		}
	}
}

As written in game/common/scripted_effects/00_faction_effects.txt.

Where it is used

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

Scripted effects inside an event file (1)

  • faction_demand_claimant_rejected_effect

Source: game/common/scripted_effects/00_faction_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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