CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect

spawn_mongol_successor_state_troops_effect

spawn_mongol_successor_state_troops_effect = yes

game/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.

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.

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