CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect

grant_mongol_successor_nomadic_bonuses_effect

grant_mongol_successor_nomadic_bonuses_effect = yes

game/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

      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_01
          • add_domicile_building = mass_warfare_yurt_02
          • add_domicile_building = mass_warfare_yurt_03
      • Their domicile:
        • change_herd = { value = monumental_herd_value multiply = 1.5 }

• 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.

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