CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · The Fate of Iberia files

generate_troops_from_revolt_county_modifiers_effect

generate_troops_from_revolt_county_modifiers_effect = yes

game/common/scripted_effects/03_dlc_fp2_scripted_effects.txt, line 1205 (71 lines). No parameters.

generate_troops_from_revolt_county_modifiers_effect is a scripted effect in Crusader Kings III, in the The Fate of Iberia files, written at line 1205 of its file. It takes no parameters: generate_troops_from_revolt_county_modifiers_effect = yes. The game's script calls it in 3 places, among them Nomadic Uprising (casus belli), Peasant War (casus belli) and Rebellion (casus belli). Patch 1.20.1.2, from game/common/scripted_effects/03_dlc_fp2_scripted_effects.txt.

What it does

  • If

    • scope:attacker:
      • joined_faction = { … }

    Then

    • scope:attacker:
      • joined_faction = { … }

• 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 (71 lines of game script)
generate_troops_from_revolt_county_modifiers_effect = {
	if = {
		limit = { NOT = { exists = scope:war } }
		war ?= { save_scope_as = war }
	}
	if = {
		limit = {
			scope:attacker = {
				joined_faction = {
					any_faction_county_member = {
						OR = {
							has_county_modifier = small_investment_in_revolt_modifier
							has_county_modifier = medium_investment_in_revolt_modifier
							has_county_modifier = high_investment_in_revolt_modifier
						}
					}
				}
			}
		}
		scope:attacker = {
			joined_faction = {
				every_faction_county_member = {
					limit = {
						OR = {
							has_county_modifier = small_investment_in_revolt_modifier
							has_county_modifier = medium_investment_in_revolt_modifier
							has_county_modifier = high_investment_in_revolt_modifier
						}
					}

					random_county_province = {
						save_scope_as = chosen_location
					}
					scope:attacker = {

						set_variable = {
							name = number_rebel_reinforcements
							value = {
								add = {
									if = {
										limit = { prev = { has_county_modifier = small_investment_in_revolt_modifier } }
										add = 250
									}
									if = {
										limit = { prev = {  has_county_modifier = medium_investment_in_revolt_modifier	} }
										add = 750
									}
									if = {
										limit = { prev = {  has_county_modifier = high_investment_in_revolt_modifier	} }
										add = 2000
									}
								}
							}
						}

						spawn_army = {
							name = peasant_troops_name
							levies = var:number_rebel_reinforcements
							location = scope:chosen_location
							war = scope:war
						}
					}
				}

		clean_revolt_county_modifiers_from_faction_members_effect = yes

			}
		}

	}
}

As written in game/common/scripted_effects/03_dlc_fp2_scripted_effects.txt.

Where it is used

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

Source: game/common/scripted_effects/03_dlc_fp2_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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