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

form_the_mongol_empire_effect

form_the_mongol_empire_effect = yes

game/common/scripted_effects/00_mongol_invasion_effects.txt, line 624 (259 lines). No parameters.

form_the_mongol_empire_effect is a scripted effect in Crusader Kings III, written at line 624 of its file. It takes no parameters: form_the_mongol_empire_effect = yes. The game's script calls it in 2 places, among them The World Before Me (event central_asia.0001) and spawn_temujin_character_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_mongol_invasion_effects.txt.

The comment above it in the file

Form the actual Mongol Empire...

What it does

  • If a Tributary:
    • end_tributary = yes
  • If a member of a Confederation:
    • scope:mongol_founder.confederation:
      • remove_confederation_member = scope:mongol_founder
    • If government is Nomadic: Loses “Confederation Grazing”
  • Mongol Empire: Gains the … Title (mongol founder)
  • If is not an Independent Ruler:
    • becomes_independent = { change = scope:indpendence_change }
  • If

    • Their capital county › Their province:
      • has_holding_type = herder_holding

    Then

    • Their capital county › Their province:
      • set_holding_type = nomad_holding
  • If their government is not Nomadic:
  • Else, if their government is not a Tribal-type Government: Adopts Tribal Government
  • If government is a Tribal-type Government:
  • If government is Nomadic:
    • If has the Unruly Nomads Law:
      • remove_realm_law = nomadic_authority_1
    • If has the Limited Dominance Law:
      • remove_realm_law = nomadic_authority_2
    • If has the High Dominance Law:
      • remove_realm_law = nomadic_authority_3
    • If has the Absolute Dominance Law:
      • remove_realm_law = nomadic_authority_4
    • Adopts the Unrestricted Dominance Law
    • Their domicile › Depending on has domicile building:
      • When has domicile building is yurt main 01:
        • add_domicile_building = yurt_main_02
        • add_domicile_building = yurt_main_03
        • add_domicile_building = yurt_main_04
        • add_domicile_building = yurt_main_05
      • When has domicile building is yurt main 02:
        • add_domicile_building = yurt_main_03
        • add_domicile_building = yurt_main_04
        • add_domicile_building = yurt_main_05
      • When has domicile building is yurt main 03:
        • add_domicile_building = yurt_main_04
        • add_domicile_building = yurt_main_05
      • When has domicile building is yurt main 04:
        • add_domicile_building = yurt_main_05
    • If

      • Their domicile:
        • Free external domicile building slots at least 1
        • NOT = { has_domicile_building_or_higher = mass_warfare_yurt_01 }

      Then

      • Their domicile:
        • add_domicile_building = mass_warfare_yurt_01
        • add_domicile_building = mass_warfare_yurt_02
        • add_domicile_building = mass_warfare_yurt_03
        • add_domicile_building = mass_warfare_yurt_04
    • If

      • Their domicile:
        • Free external domicile building slots at least 1
        • NOT = { has_domicile_building_or_higher = character_warfare_yurt_03 }

      Then

      • Their domicile:
        • add_domicile_building = character_warfare_yurt_01
        • add_domicile_building = character_warfare_yurt_02
        • add_domicile_building = character_warfare_yurt_03
        • add_domicile_building = character_warfare_yurt_04
    • Their domicile:
      • change_herd = { add = nomadic_authority_level_5_requirement }
  • Every held title:
    • title_tier = empire
    • scope:mongol_founder:
      • destroy_title = prev
  • spawn_mongol_troops_effect = yes
  • If

    Then

  • Else, if has the Uncrowned Law:

• 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)
form_the_mongol_empire_effect = {
	save_scope_as = mongol_founder

	if = {
		limit = {
			is_tributary = yes
		}
		end_tributary = yes
	}
	if = {
		limit = {
			is_confederation_member = yes
		}
		scope:mongol_founder.confederation = {
			remove_confederation_member = scope:mongol_founder
		}
		if = {
			limit = {
				government_has_flag = government_is_nomadic
			}
			show_as_tooltip = {
				remove_character_modifier = mpo_confederation_member_modifier
			}
		}
	}

	#Create the title
	create_title_and_vassal_change = {
		type = created
		save_scope_as = title_change
		add_claim_on_loss = no
	}
	title:e_mongol_empire = {
		change_title_holder = {
			holder = scope:mongol_founder
			change = scope:title_change
		}
	}
	resolve_title_and_vassal_change = scope:title_change


	if = {
		limit = {
			is_independent_ruler = no
		}
		create_title_and_vassal_change = {
			type = independency
			save_scope_as = indpendence_change
			add_claim_on_loss = no
		}
		becomes_independent = {
			change = scope:indpendence_change
		}
		resolve_title_and_vassal_change = scope:indpendence_change
	}

	if = {
		limit = {
			capital_county = {
				title_province = {
					has_holding_type = herder_holding
				}
			}
		}
		capital_county = {
			title_province = {
				set_holding_type = nomad_holding
			}
		}
	}
	if = {
		limit = {
			has_mpo_dlc_trigger = yes
			NOT = {
				government_has_flag = government_is_nomadic
			}
		}
		change_government = nomad_government
		add_trait_force_tooltip = nomadic_philosophy
	}
	else_if = {
		limit = {
			has_mpo_dlc_trigger = no
			NOT = {
				government_has_flag = government_is_tribal
			}
		}
		change_government = tribal_government
	}
	if = {
		limit = {
			government_has_flag = government_is_tribal
		}
		if = {
			limit = { has_realm_law = tribal_authority_0 }
			remove_realm_law = tribal_authority_0
		}
		if = {
			limit = { has_realm_law = tribal_authority_1 }
			remove_realm_law = tribal_authority_1
		}
		if = {
			limit = { has_realm_law = tribal_authority_3 }
			remove_realm_law = tribal_authority_3
		}
		add_realm_law_skip_effects = tribal_authority_2
	
		add_realm_law_skip_effects = high_partition_succession_law
	}
	if = {
		limit = {
			government_has_flag = government_is_nomadic
		}
		if = {
			limit = { has_realm_law = nomadic_authority_1 }
			remove_realm_law = nomadic_authority_1
		}
		if = {
			limit = { has_realm_law = nomadic_authority_2 }
			remove_realm_law = nomadic_authority_2

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

The first 120 of its 259 lines; the rest is in game/common/scripted_effects/00_mongol_invasion_effects.txt from line 624.

Where it is used

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

Events (1)

Scripted effects (1)

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

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