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

spawn_gok_troops_effect

spawn_gok_troops_effect = yes

game/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 = { … }
  • 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 = root
            • or

              holder.top_liege = root
        • has_innovation = innovation_gunpowder

    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 = root
            • or

              holder.top_liege = root
        • has_innovation = innovation_trebuchet

    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 = root
            • or

              holder.top_liege = root
        • has_innovation = innovation_mangonel

    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.

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.

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