Scripted effect · Khans of the Steppe files
spawn_gok_troops_effect
spawn_gok_troops_effect = yesgame/common/scripted_effects/09_mpo_greatest_of_khans_effects.txt, line 141 (851 lines). No parameters.
spawn_gok_troops_effect is a scripted effect in Crusader Kings III, in the Khans of the Steppe files, written at line 141 of its file. It takes no parameters: spawn_gok_troops_effect = yes. The game's script calls it in 1 place, among them form_the_greatest_khan_empire_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/09_mpo_greatest_of_khans_effects.txt.
What it does
- 1 of 6 things will happen:
- 22%:
spawn_army = { … }
- 22%:
spawn_army = { … }
- 11%:
spawn_army = { … }
- 22%:
spawn_army = { … }
- 11%:
spawn_army = { … }
- 11%:
spawn_army = { … }
- 22%:
If
One of these
- Any maa regiment:
is_maa_type = bombard
or
If
a check the game hides
Then
domicile.domicile_culture = { has_innovation = innovation_gunpowder }
or
Their culture:has_innovation = innovation_gunpowder
or
Any land neighboring realm with tributaries owner › Their culture:has_innovation = innovation_gunpowder
or
Any culture global:- Any culture empire › Any de jure county:
One of these
holder.top_suzerain = rootor
holder.top_liege = root
has_innovation = innovation_gunpowder
- Any culture empire › Any de jure county:
- Any maa regiment:
Then
spawn_army = { … }
Else if
One of these
- Any maa regiment:
is_maa_type = trebuchet
or
If
a check the game hides
Then
domicile.domicile_culture = { has_innovation = innovation_trebuchet }
or
Their culture:has_innovation = innovation_trebuchet
or
Any land neighboring realm with tributaries owner › Their culture:has_innovation = innovation_trebuchet
or
Any culture global:- Any culture kingdom › Any de jure county:
One of these
holder.top_suzerain = rootor
holder.top_liege = root
has_innovation = innovation_trebuchet
- Any culture kingdom › Any de jure county:
- Any maa regiment:
Then
spawn_army = { … }
Else if
One of these
- Any maa regiment:
is_maa_type = mangonel
or
If
a check the game hides
Then
domicile.domicile_culture = { has_innovation = innovation_mangonel }
or
Their culture:has_innovation = innovation_mangonel
or
Any land neighboring realm with tributaries owner › Their culture:has_innovation = innovation_mangonel
or
Any culture global:- Any culture kingdom › Any de jure county:
One of these
holder.top_suzerain = rootor
holder.top_liege = root
has_innovation = innovation_mangonel
- Any culture kingdom › Any de jure county:
- Any maa regiment:
Then
spawn_army = { … }
Otherwise
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)
spawn_gok_troops_effect = {
#Cultural MaA armies
random_list = {
#Mangudai armies
2 = {
trigger = {
trigger_if = {
limit = {
exists = domicile.domicile_culture
}
domicile.domicile_culture = {
has_cultural_parameter = unlock_maa_mangudai
}
}
trigger_else = {
culture = {
has_cultural_parameter = unlock_maa_mangudai
}
}
}
spawn_army = {
uses_supply = no
inheritable = yes
name = gok_event_troops
men_at_arms = {
type = nomadic_riders
stacks = gok_nomadic_riders_large_value
}
men_at_arms = {
type = mangudai
stacks = gok_maa_largish_value
}
men_at_arms = {
type = mangudai
stacks = gok_maa_largish_value
}
men_at_arms = {
type = steppe_raiders
stacks = gok_maa_largish_value
}
men_at_arms = {
type = nomad_lancers
stacks = gok_maa_smallish_value
}
location = capital_province
origin = capital_province
}
spawn_army = {
uses_supply = no
inheritable = yes
name = gok_event_troops
men_at_arms = {
type = nomadic_riders
stacks = gok_nomadic_riders_large_value
}
men_at_arms = {
type = mangudai
stacks = gok_maa_largish_value
}
men_at_arms = {
type = mangudai
stacks = gok_maa_largish_value
}
men_at_arms = {
type = steppe_raiders
stacks = gok_maa_largish_value
}
men_at_arms = {
type = nomad_lancers
stacks = gok_maa_smallish_value
}
location = capital_province
origin = capital_province
}
}
#Cataphract archers armies
2 = {
trigger = {
trigger_if = {
limit = {
exists = domicile.domicile_culture
}
domicile.domicile_culture = {
has_cultural_parameter = unlock_maa_cataphract_archers
}
}
trigger_else = {
culture = {
has_cultural_parameter = unlock_maa_cataphract_archers
}
}
}
spawn_army = {
uses_supply = no
inheritable = yes
name = gok_event_troops
men_at_arms = {
type = nomadic_riders
stacks = gok_nomadic_riders_large_value
}
men_at_arms = {
type = cataphract_archers
stacks = gok_maa_smallish_value
}
men_at_arms = {
type = cataphract_archers
stacks = gok_maa_smallish_value
}
men_at_arms = {
type = steppe_raiders
stacks = gok_maa_largish_value
}
men_at_arms = {
type = nomad_lancers
stacks = gok_maa_smallish_value
}
location = capital_province
origin = capital_province
}
spawn_army = {As written in game/common/scripted_effects/09_mpo_greatest_of_khans_effects.txt.
The first 120 of its 851 lines; the rest is in game/common/scripted_effects/09_mpo_greatest_of_khans_effects.txt from line 141.
Where it is used
Every place in common/, events/ and history/ that calls spawn_gok_troops_effect.
Scripted effects (1)
Source: game/common/scripted_effects/09_mpo_greatest_of_khans_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.