CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · Khans of the Steppe files

mpo_yearly_yurt_rewards_effect

mpo_yearly_yurt_rewards_effect = yes

game/common/scripted_effects/09_dlc_mpo_scripted_effects.txt, line 5355 (218 lines). No parameters.

mpo_yearly_yurt_rewards_effect is a scripted effect in Crusader Kings III, in the Khans of the Steppe files, written at line 5355 of its file. It takes no parameters: mpo_yearly_yurt_rewards_effect = yes. The game's script calls it in 1 place, among them yearly_playable_pulse (on action). Patch 1.20.1.2, from game/common/scripted_effects/09_dlc_mpo_scripted_effects.txt.

The comment above it in the file

Used to distribute yurt domicile rewards
Called from yearly_on_action
inside domicile scope
root is the character

What it does

  • If

    • has_domicile_building_or_higher = hostage_ward_yurt_01

    Then

  • If

    • has_domicile_building_or_higher = language_yurt_01

    Then

    • Depending on has domicile parameter:
      • When has domicile parameter is nomad yurt yearly bonus per language lvl 1:
      • When has domicile parameter is nomad yurt yearly bonus per language lvl 2:
      • When has domicile parameter is nomad yurt yearly bonus per language lvl 3:
  • Depending on has domicile parameter:
    • When has domicile parameter is nomad yurt children bonus per piety lvl 1:
    • When has domicile parameter is nomad yurt children bonus per piety lvl 2:
    • When has domicile parameter is nomad yurt children bonus per piety lvl 3:
  • If

    • has_domicile_building_or_higher = friend_yurt_01

    Then

    • Depending on has domicile parameter:
      • When has domicile parameter is nomad yurt friend bonus lvl 1:
      • When has domicile parameter is nomad yurt friend bonus lvl 2:
      • When has domicile parameter is nomad yurt friend bonus lvl 3:
  • If

    • has_domicile_building_or_higher = better_children_yurt_01

    Then

  • If

    • has_domicile_building_or_higher = dynasty_court_yurt_01

    Then

    • Depending on has domicile parameter:
  • If

    • has_domicile_building_or_higher = culture_court_yurt_01

    Then

    • Depending on has domicile parameter:
      • When has domicile parameter is nomad yurt many cultures bonus lvl 1:
      • When has domicile parameter is nomad yurt many cultures bonus lvl 2:
      • When has domicile parameter is nomad yurt many cultures bonus lvl 3:
  • If

    • has_domicile_building_or_higher = fertility_mystical_yurt_01

    Then

    • Depending on has domicile parameter:
  • If

    • has_domicile_building_or_higher = knight_mystical_yurt_01

    Then

    • Depending on has domicile parameter:

• 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)
mpo_yearly_yurt_rewards_effect = {
	if = {
		limit = {
			has_domicile_building_or_higher = hostage_ward_yurt_01
		}
		switch = {
			trigger = has_domicile_parameter
			nomad_yurt_hostage_bonus_lvl_1 = {
				hostage_ward_yurt_effect = {
					CHANCE = 2
				}
			}
			nomad_yurt_hostage_bonus_lvl_2 = {
				hostage_ward_yurt_effect = {
					CHANCE = 3
				}
			}
			nomad_yurt_hostage_bonus_lvl_3 = {
				hostage_ward_yurt_effect = {
					CHANCE = 5
				}
			}
		}
	}
	if = {
		limit = {
			has_domicile_building_or_higher = language_yurt_01
		}
		switch = {
			trigger = has_domicile_parameter
			nomad_yurt_yearly_bonus_per_language_lvl_1 = {
				language_yurt_effect = {
					CHANCE = 0.5
				}
			}
			nomad_yurt_yearly_bonus_per_language_lvl_2 = {
				language_yurt_effect = {
					CHANCE = 1
				}
			}
			nomad_yurt_yearly_bonus_per_language_lvl_3 = {
				language_yurt_effect = {
					CHANCE = 2
				}
			}
		}
	}
	if = {
		limit = {
			has_domicile_building_or_higher = omen_yurt_01
		}
	}
	switch = {
		trigger = has_domicile_parameter
		nomad_yurt_children_bonus_per_piety_lvl_1 = {
			omen_yurt_effect = {
				CHANCE = 0.5
			}
		}
		nomad_yurt_children_bonus_per_piety_lvl_2 = {
			omen_yurt_effect = {
				CHANCE = 1
			}
		}
		nomad_yurt_children_bonus_per_piety_lvl_3 = {
			omen_yurt_effect = {
				CHANCE = 2
			}
		}
	}
	if = {
		limit = {
			has_domicile_building_or_higher = friend_yurt_01
		}
		switch = {
			trigger = has_domicile_parameter
			nomad_yurt_friend_bonus_lvl_1 = {
				friend_yurt_effect = {
					CHANCE = 1
				}
			}
			nomad_yurt_friend_bonus_lvl_2= {
				friend_yurt_effect = {
					CHANCE = 2
				}
			}
			nomad_yurt_friend_bonus_lvl_3 = {
				friend_yurt_effect = {
					CHANCE = 3
				}
			}
		}
	}
	if = {
		limit = {
			has_domicile_building_or_higher = better_children_yurt_01
		}
		switch = {
			trigger = has_domicile_parameter
			nomad_yurt_better_children_lvl_1 = {
				better_children_yurt_effect = {
					CHANCE = 5
				}
			}
			nomad_yurt_better_children_lvl_2 = {
				better_children_yurt_effect = {
					CHANCE = 10
				}
			}
			nomad_yurt_better_children_lvl_3 = {
				better_children_yurt_effect = {
					CHANCE = 15
				}
			}
		}
	}
	if = {
		limit = {
			has_domicile_building_or_higher = dynasty_court_yurt_01
		}

As written in game/common/scripted_effects/09_dlc_mpo_scripted_effects.txt.

The first 120 of its 218 lines; the rest is in game/common/scripted_effects/09_dlc_mpo_scripted_effects.txt from line 5355.

Where it is used

Every place in common/, events/ and history/ that calls mpo_yearly_yurt_rewards_effect.

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

  • yearly_playable_pulse

Source: game/common/scripted_effects/09_dlc_mpo_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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