Scripted effect · Khans of the Steppe files
gok_spawn_subjugated_quality_army_effect
gok_spawn_subjugated_quality_army_effect = { CHARACTER = … }game/common/scripted_effects/09_mpo_greatest_of_khans_effects.txt, line 3800 (3120 lines). Parameters: $CHARACTER$.
gok_spawn_subjugated_quality_army_effect is a scripted effect in Crusader Kings III, in the Khans of the Steppe files, written at line 3800 of its file. A call passes 1 parameter: CHARACTER. The game's script calls it in 2 places, among them Greatest of Khans' Onslaught (casus belli) and mpo_gok_offer_submission_effect (scripted effect). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/09_mpo_greatest_of_khans_effects.txt.
What it does
- An army of battle-ready, possibly unique, Special Soldiers is raised from … Realm
• 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)
gok_spawn_subjugated_quality_army_effect = {
$CHARACTER$ = {
save_scope_as = army_giver
}
custom_tooltip = gok_quality_army_gain_tt
if = {
limit = {
exists = $CHARACTER$.primary_title
}
$CHARACTER$.primary_title = {
save_scope_as = army_origin_realm
}
}
else = {
$CHARACTER$.location.county.kingdom = {
save_scope_as = army_origin_realm
}
}
hidden_effect = {
random_list = {
#Paiks
100 = {
trigger = {
scope:army_giver = {
OR = {
culture = {
has_innovation = innovation_bamboo_bows
}
capital_county.culture = {
has_innovation = innovation_bamboo_bows
}
}
}
}
spawn_army = {
name = gok_subjugated_army_name_subject_troops
uses_supply = no
inheritable = yes
men_at_arms = {
type = paiks
stacks = gok_subjugated_army_maa_value_very_large
}
location = scope:gok.capital_province
origin = $CHARACTER$.capital_province
}
}
#Sahel Horsemen
100 = {
trigger = {
scope:army_giver = {
OR = {
culture = {
has_innovation = innovation_sahel_horsemen
}
capital_county.culture = {
has_innovation = innovation_sahel_horsemen
}
}
}
}
spawn_army = {
name = gok_subjugated_army_name_subject_troops
uses_supply = no
inheritable = yes
men_at_arms = {
type = sahel_horsemen
stacks = gok_subjugated_army_maa_value_large
}
location = scope:gok.capital_province
origin = $CHARACTER$.capital_province
}
}
#WAR ELEPHANTS... I mean, come on
200 = {
trigger = {
scope:army_giver = {
OR = {
culture = {
has_innovation = innovation_elephantry
}
capital_county.culture = {
has_innovation = innovation_elephantry
}
}
}
}
spawn_army = {
name = gok_subjugated_army_name_subject_troops
uses_supply = no
inheritable = yes
men_at_arms = {
type = war_elephant
stacks = gok_subjugated_army_maa_value_very_small
}
location = scope:gok.capital_province
origin = $CHARACTER$.capital_province
}
}
#BALLISTA ELEPHANTS... I mean, come on
200 = {
trigger = {
scope:army_giver = {
OR = {
culture = {
has_innovation = innovation_elephantry
has_innovation = innovation_advanced_bowmaking
}
capital_county.culture = {
has_innovation = innovation_elephantry
has_innovation = innovation_advanced_bowmaking
}
}
}
}As written in game/common/scripted_effects/09_mpo_greatest_of_khans_effects.txt.
The first 120 of its 3120 lines; the rest is in game/common/scripted_effects/09_mpo_greatest_of_khans_effects.txt from line 3800.
Where it is used
Every place in common/, events/ and history/ that calls gok_spawn_subjugated_quality_army_effect.
Casus belli (1)
Scripted effects (1)
Source: game/common/scripted_effects/09_mpo_greatest_of_khans_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.