Scripted effect · Khans of the Steppe files
gok_spawn_subjugated_siege_army_effect
gok_spawn_subjugated_siege_army_effect = { CHARACTER = … }game/common/scripted_effects/09_mpo_greatest_of_khans_effects.txt, line 1585 (2214 lines). Parameters: $CHARACTER$.
gok_spawn_subjugated_siege_army_effect is a scripted effect in Crusader Kings III, in the Khans of the Steppe files, written at line 1585 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 Special Soldiers equipped with Siege Weapons 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_siege_army_effect = {
$CHARACTER$ = { save_scope_as = army_giver }
custom_tooltip = gok_siege_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 = {
#TGP Cannon
if = {
limit = {#Bombards
OR = {
$CHARACTER$.culture = {
has_innovation = innovation_gunpowder
culture_uses_eastern_siege_weapons_trigger = yes
}
$CHARACTER$.capital_county.culture ?= {
has_innovation = innovation_gunpowder
culture_uses_eastern_siege_weapons_trigger = yes
}
}
}
random_list = {
#Heavy Infantry
1 = {
trigger = {
OR = {
$CHARACTER$.culture = {
has_innovation = innovation_quilted_armor
}
$CHARACTER$.capital_county.culture ?= {
has_innovation = innovation_quilted_armor
}
}
}
modifier = {
$CHARACTER$ = {
number_maa_regiments_of_base_type = {
type = heavy_infantry
value > 0
}
}
add = 10
}
modifier = {
$CHARACTER$.culture = {
culture_specializes_in_heavy_infantry_maa = yes
}
add = 10
}
modifier = {
$CHARACTER$.capital_county.culture ?= {
culture_specializes_in_heavy_infantry_maa = yes
}
add = 10
}
spawn_army = {
name = gok_subjugated_army_name_subject_troops
inheritable = yes
uses_supply = no
men_at_arms = {
type = armored_footmen
stacks = gok_subjugated_army_maa_value_very_small
}
men_at_arms = {
type = cannon
stacks = gok_subjugated_army_maa_value_small
}
location = scope:gok.capital_province
origin = $CHARACTER$.capital_province
}
}
#Pikemen
1 = {
modifier = {
$CHARACTER$ = {
number_maa_regiments_of_base_type = {
type = pikemen
value > 0
}
}
add = 10
}
modifier = {
$CHARACTER$.culture = {
culture_specializes_in_pikemen_maa = yes
}
add = 10
}
modifier = {
$CHARACTER$.capital_county.culture ?= {
culture_specializes_in_pikemen_maa = yes
}
add = 10
}
spawn_army = {
name = gok_subjugated_army_name_subject_troops
inheritable = yes
uses_supply = no
men_at_arms = {
type = pikemen_unit
stacks = gok_subjugated_army_maa_value_very_small
}
men_at_arms = {
type = cannon
stacks = gok_subjugated_army_maa_value_small
}
location = scope:gok.capital_province
origin = $CHARACTER$.capital_provinceAs written in game/common/scripted_effects/09_mpo_greatest_of_khans_effects.txt.
The first 120 of its 2214 lines; the rest is in game/common/scripted_effects/09_mpo_greatest_of_khans_effects.txt from line 1585.
Where it is used
Every place in common/, events/ and history/ that calls gok_spawn_subjugated_siege_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.