Scripted effect
spawn_mongol_successor_state_troops_effect
spawn_mongol_successor_state_troops_effect = yesgame/common/scripted_effects/00_mongol_invasion_effects.txt, line 1265 (145 lines). No parameters.
spawn_mongol_successor_state_troops_effect is a scripted effect in Crusader Kings III, written at line 1265 of its file. It takes no parameters: spawn_mongol_successor_state_troops_effect = yes. The game's script calls it in 12 places, among them assign_core_mongol_titles_to_heir_effect (scripted effect), grant_aarlud_khanate_effect (scripted effect) and grant_baruun_khanate_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_mongol_invasion_effects.txt.
What it does
If a check the game hides passes: the same again (1 line)
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_mongol_successor_state_troops_effect = {
if = {
limit = {
has_mpo_dlc_trigger = yes
}
spawn_army = {
uses_supply = no
inheritable = yes
name = mongol_event_troops
men_at_arms = {
type = nomadic_riders
stacks = 7
}
men_at_arms = {
type = mangudai
stacks = 5
}
men_at_arms = {
type = steppe_raiders
stacks = 5
}
men_at_arms = {
type = trebuchet
stacks = 3
}
location = capital_province
origin = capital_province
}
spawn_army = {
uses_supply = no
inheritable = yes
name = mongol_event_troops
men_at_arms = {
type = nomadic_riders
stacks = 7
}
men_at_arms = {
type = horse_archers
stacks = 5
}
men_at_arms = {
type = nomad_lancers
stacks = 5
}
men_at_arms = {
type = trebuchet
stacks = 3
}
location = capital_province
origin = capital_province
}
spawn_army = {
uses_supply = no
inheritable = yes
name = mongol_event_troops
men_at_arms = {
type = nomadic_riders
stacks = 7
}
men_at_arms = {
type = horse_archers
stacks = 5
}
men_at_arms = {
type = heavy_horse_archers
stacks = 5
}
men_at_arms = {
type = trebuchet
stacks = 3
}
location = capital_province
origin = capital_province
}
}
else = {
spawn_army = {
uses_supply = no
inheritable = yes
name = mongol_event_troops
levies = {
value = 1000
}
men_at_arms = {
type = horse_archers
stacks = 5
}
men_at_arms = {
type = light_horsemen
stacks = 5
}
men_at_arms = {
type = trebuchet
stacks = 3
}
location = capital_province
origin = capital_province
}
spawn_army = {
uses_supply = no
inheritable = yes
name = mongol_event_troops
levies = {
value = 1000
}
men_at_arms = {
type = horse_archers
stacks = 5
}
men_at_arms = {
type = light_horsemen
stacks = 5
}
men_at_arms = {
type = trebuchet
stacks = 3
}
location = capital_province
origin = capital_province
}As written in game/common/scripted_effects/00_mongol_invasion_effects.txt.
The first 120 of its 145 lines; the rest is in game/common/scripted_effects/00_mongol_invasion_effects.txt from line 1265.
Where it is used
Every place in common/, events/ and history/ that calls spawn_mongol_successor_state_troops_effect.
Scripted effects (12)
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.