Scripted effect
grant_mongol_successor_nomadic_bonuses_effect
grant_mongol_successor_nomadic_bonuses_effect = yesgame/common/scripted_effects/00_mongol_invasion_effects.txt, line 2376 (68 lines). No parameters.
grant_mongol_successor_nomadic_bonuses_effect is a scripted effect in Crusader Kings III, written at line 2376 of its file. It takes no parameters: grant_mongol_successor_nomadic_bonuses_effect = yes. The game's script calls it in 10 places, among them grant_aarlud_khanate_effect (scripted effect), grant_baruun_khanate_effect (scripted effect) and grant_blue_horde_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_mongol_invasion_effects.txt.
What it does
- If government is Nomadic:
If
None of these
- Any held title:
is_nomad_title = yes
- Any held title:
Then
create_nomad_title = { … }
- 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 Unrestricted Dominance Law:
remove_realm_law = nomadic_authority_5
- Adopts the Absolute Dominance Law
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_03
- Their domicile:
- Their domicile:
change_herd = { value = monumental_herd_value multiply = 1.5 }
- If has the Unruly Nomads 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 (68 lines of game script)
grant_mongol_successor_nomadic_bonuses_effect = {
if = {
limit = {
government_has_flag = government_is_nomadic
}
#They might not have a nomadic camp title, create if needed
if = {
limit = {
NOT = {
any_held_title = {
is_nomad_title = yes
}
}
}
save_scope_as = holder
create_nomad_title = {
name = nomad_title_name
holder = scope:holder
government = nomad_government
save_scope_as = new_nomad_title
}
}
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
}
if = {
limit = { has_realm_law = nomadic_authority_3 }
remove_realm_law = nomadic_authority_3
}
if = {
limit = { has_realm_law = nomadic_authority_5 }
remove_realm_law = nomadic_authority_5
}
add_realm_law = nomadic_authority_4
if = {
limit = {
exists = domicile
domicile = {
free_external_domicile_building_slots >= 1
NOT = {
has_domicile_building_or_higher = mass_warfare_yurt_01
}
}
}
domicile = {
add_domicile_building = mass_warfare_yurt_01
add_domicile_building = mass_warfare_yurt_02
add_domicile_building = mass_warfare_yurt_03
}
}
domicile = {
change_herd = {
value = monumental_herd_value
multiply = 1.5
}
}
}
}
}As written in game/common/scripted_effects/00_mongol_invasion_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls grant_mongol_successor_nomadic_bonuses_effect.
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.