Scripted effect
greek_anarchy_army_spawn_effect
greek_anarchy_army_spawn_effect = yesgame/common/scripted_effects/07_frankokratia_scripted_effects.txt, line 5045 (1801 lines). No parameters.
greek_anarchy_army_spawn_effect is a scripted effect in Crusader Kings III, written at line 5045 of its file. It takes no parameters: greek_anarchy_army_spawn_effect = yes. The game's script calls it in 1 place, among them Seize Imperial Duchy (casus belli). Patch 1.20.1.2, from game/common/scripted_effects/07_frankokratia_scripted_effects.txt.
What it does
- 1 of 28 things will happen:
- 3% (base chance; changed in play):
spawn_army = { … }
- 2%:
spawn_army = { … }
- 2%:
spawn_army = { … }
- 2%:
spawn_army = { … }
- 5%:
spawn_army = { … }
- 5%:
spawn_army = { … }
- 5%:
spawn_army = { … }
- 5%:
spawn_army = { … }
- 5% (base chance; changed in play):
spawn_army = { … }
- 4%:
spawn_army = { … }
- 1%:
spawn_army = { … }
- 1% (base chance; changed in play):
spawn_army = { … }
- 5%:
spawn_army = { … }
- 5%:
spawn_army = { … }
- 5%:
spawn_army = { … }
- 5%:
spawn_army = { … }
- 5%:
spawn_army = { … }
- 5%:
spawn_army = { … }
- 5%:
spawn_army = { … }
- 5%:
spawn_army = { … }
- 5%:
spawn_army = { … }
- 3%:
spawn_army = { … }
- 2%:
spawn_army = { … }
- 1%:
spawn_army = { … }
- 1%:
spawn_army = { … }
- 1%:
spawn_army = { … }
- 1%:
spawn_army = { … }
- 1%:
spawn_army = { … }
- 3% (base chance; changed in play):
• 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)
greek_anarchy_army_spawn_effect = {
random_list = {
5 = {
trigger = {
OR = {
culture = {
has_cultural_parameter = unlock_maa_cataphract
}
scope:defender = {
any_realm_county = {
culture = {
has_cultural_parameter = unlock_maa_cataphract
}
}
}
scope:defender = {
culture = {
has_cultural_parameter = unlock_maa_cataphract
}
}
}
}
#Cool heavy cav should be less likely for petty wars
modifier = {
NOT = {
scope:defender = {
highest_held_title_tier >= tier_kingdom
}
}
add = -4
}
if = {
limit = {
scope:defender = {
culture = {
has_cultural_parameter = unlock_maa_cataphract
}
}
}
scope:defender.culture = { save_scope_as = army_culture }
}
else_if = {
limit = {
scope:defender = {
any_realm_county = {
culture = {
has_cultural_parameter = unlock_maa_cataphract
}
}
}
}
scope:defender = {
random_realm_county = {
limit = {
culture = {
has_cultural_parameter = unlock_maa_cataphract
}
}
culture = { save_scope_as = army_culture }
}
}
}
else = {
culture = {
save_scope_as = army_culture
}
}
spawn_army = {
name = greek_anarchy_war_greek_army_name
uses_supply = yes
inheritable = no
levies = greek_anarchy_army_levy_value
men_at_arms = {
type = cataphract
stacks = greek_anarchy_army_heavy_cav_value
}
location = scope:attacker.capital_province
}
}
4 = {
trigger = {
OR = {
culture = {
has_cultural_parameter = unlock_maa_ballistrai
}
scope:defender = {
culture = {
has_cultural_parameter = unlock_maa_ballistrai
}
}
scope:defender = {
any_realm_county = {
culture = {
has_cultural_parameter = unlock_maa_ballistrai
}
}
}
}
}
if = {
limit = {
scope:defender = {
culture = {
has_cultural_parameter = unlock_maa_ballistrai
}
}
}
scope:defender.culture = { save_scope_as = army_culture }
}
else_if = {
limit = {
scope:defender = {
any_realm_county = {
culture = {
has_cultural_parameter = unlock_maa_ballistrai
}
}
}
}
scope:defender = {As written in game/common/scripted_effects/07_frankokratia_scripted_effects.txt.
The first 120 of its 1801 lines; the rest is in game/common/scripted_effects/07_frankokratia_scripted_effects.txt from line 5045.
Where it is used
Every place in common/, events/ and history/ that calls greek_anarchy_army_spawn_effect.
Casus belli (1)
Source: game/common/scripted_effects/07_frankokratia_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.