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

mongols_devastate_county_effect

mongols_devastate_county_effect = yes

game/common/scripted_effects/00_mongol_invasion_effects.txt, line 2161 (22 lines). No parameters.

mongols_devastate_county_effect is a scripted effect in Crusader Kings III, written at line 2161 of its file. It takes no parameters: mongols_devastate_county_effect = yes. The game's script calls it in 2 places, among them on_county_occupied (on action) and mongol_invasion_county_looting_chance_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_mongol_invasion_effects.txt.

What it does

• 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 (22 lines of game script)
mongols_devastate_county_effect = {
	change_development_level = {
		subtract = scope:county.development_level
		multiply = 0.5
		floor = yes
	}
	random = {
		chance = 25
		random_county_province = {
			limit = {
				has_holding = yes
				num_buildings >= 2
			}
			destroy_random_building_variable_effect = yes
			destroy_random_building_effect = yes
		}
	}
	# Silk Road
	scope:county = {
		tgp_silk_road_mongol_devastation_effect = yes
	}
}

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 mongols_devastate_county_effect.

On actions (the game's own hooks) (1)

  • on_county_occupied

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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