Scripted effect
form_the_mongol_empire_effect
form_the_mongol_empire_effect = yesgame/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
- Their capital county › Their province:
- If their government is not Nomadic:
- Adopts Nomadic Government
add_trait_force_tooltip = nomadic_philosophy
- Else, if their government is not a Tribal-type Government: Adopts Tribal Government
- If government is a Tribal-type Government:
- If has the Disparate Tribes Law:
remove_realm_law = tribal_authority_0
- If has the Limited Tribal Authority Law:
remove_realm_law = tribal_authority_1
- If has the Absolute Tribal Authority Law:
remove_realm_law = tribal_authority_3
- Adopts the High Tribal Authority Law
- Adopts the High Partition Law
- If has the Disparate Tribes Law:
- 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_02add_domicile_building = yurt_main_03add_domicile_building = yurt_main_04add_domicile_building = yurt_main_05
- When has domicile building is yurt main 02:
add_domicile_building = yurt_main_03add_domicile_building = yurt_main_04add_domicile_building = yurt_main_05
- When has domicile building is yurt main 03:
add_domicile_building = yurt_main_04add_domicile_building = yurt_main_05
- When has domicile building is yurt main 04:
add_domicile_building = yurt_main_05
- When has domicile building is yurt main 01:
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_01add_domicile_building = mass_warfare_yurt_02add_domicile_building = mass_warfare_yurt_03add_domicile_building = mass_warfare_yurt_04
- Their domicile:
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_01add_domicile_building = character_warfare_yurt_02add_domicile_building = character_warfare_yurt_03add_domicile_building = character_warfare_yurt_04
- Their domicile:
- Their domicile:
change_herd = { add = nomadic_authority_level_5_requirement }
- If has the Unruly Nomads Law:
- Every held title:
title_tier = empirescope:mongol_founder:destroy_title = prev
spawn_mongol_troops_effect = yesIf
One of these
- Has the Uncrowned Law
or
Has the Crowned Sovereign Law
- Their rite: Has the Imperial Anointment Doctrine
Then
- If game rule not set to “No Coronation Laws”: Adopts the Anointed Sovereign Law
- Else, if has the Uncrowned Law:
- If game rule not set to “No Coronation Laws”: Adopts the Crowned Sovereign 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_2As 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)
- The World Before Me
central_asia.0001
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.