Scripted effect · Khans of the Steppe files
mpo_settlement_issue_own_lands_effect
mpo_settlement_issue_own_lands_effect = { NUMBER = … TIER = … }game/common/scripted_effects/09_mpo_settlement_issue_effects.txt, line 198 (37 lines). Parameters: $NUMBER$, $TIER$.
mpo_settlement_issue_own_lands_effect is a scripted effect in Crusader Kings III, in the Khans of the Steppe files, written at line 198 of its file. A call passes 2 parameters: NUMBER and TIER. The game's script calls it in 8 places, among them mpo_contract_events.0001 (event), mpo_contract_events.0011 (event) and mpo_contract_events.0021 (event). Patch 1.20.1.2, from game/common/scripted_effects/09_mpo_settlement_issue_effects.txt.
What it does
Every line of it is script with no tooltip text: the script is below.
The script as written (37 lines of game script)
mpo_settlement_issue_own_lands_effect = {
if = {
limit = {
NOT = { exists = scope:contract_province }
}
random_held_county = {
limit = {
is_landless_type_title = no
exists = title_province
county_control < 90
NOT = { has_county_modifier = ongoing_settlement_contract }
}
title_province = { save_scope_as = contract_province }
}
}
if = {
limit = {
NOT = { exists = scope:new_employer }
}
random_knight = {
limit = {
is_landed = no
is_ai = yes
}
alternative_limit = { is_ai = yes }
save_scope_as = new_employer
}
}
create_task_contract = {
task_contract_type = nomadic_migration_contract_$NUMBER$
task_contract_tier = $TIER$
location = scope:contract_province
task_contract_employer = scope:new_employer
}
}As written in game/common/scripted_effects/09_mpo_settlement_issue_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls mpo_settlement_issue_own_lands_effect.
Source: game/common/scripted_effects/09_mpo_settlement_issue_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.