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

greek_anarchy_army_spawn_effect

greek_anarchy_army_spawn_effect = yes

game/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 = { … }

• 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.

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