Scripted effect
spawn_nomadic_revolt_troops
spawn_nomadic_revolt_troops = yesgame/common/scripted_effects/00_faction_effects.txt, line 1376 (138 lines). No parameters.
spawn_nomadic_revolt_troops is a scripted effect in Crusader Kings III, written at line 1376 of its file. It takes no parameters: spawn_nomadic_revolt_troops = yes. The game's script calls it in 1 place, among them Nomadic Faction (factions). Patch 1.20.1.2, from game/common/scripted_effects/00_faction_effects.txt.
What it does
spawn_army = { … }If
- Their culture:
has_innovation = innovation_gunpowder
Then
spawn_army = { … }
Else if
- Their culture:
has_innovation = innovation_trebuchet
Then
spawn_army = { … }
Else if
- Their culture:
has_innovation = innovation_mangonel
Then
spawn_army = { … }
Else if
- Their culture:
has_innovation = innovation_catapult
Then
spawn_army = { … }
Otherwise
spawn_army = { … }
- Their culture:
• 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_nomadic_revolt_troops = {
# Spawn Horde Riders
spawn_army = {
men_at_arms = {
type = nomadic_riders
men = {
value = 0
joined_faction = {
every_faction_county_member = {
limit = {
duchy = scope:local_center_of_rebellion.duchy
}
add = county_horde_riders_to_raise
}
}
}
}
location = scope:local_center_of_rebellion
war = root.faction_war
name = nomadic_faction_event_troops
}
spawn_army = {
men_at_arms = {
type = steppe_raiders
men = {
value = 0
joined_faction = {
every_faction_county_member = {
limit = {
duchy = scope:local_center_of_rebellion.duchy
}
add = {
value = county_horde_riders_to_raise
divide = 2
}
}
}
}
}
location = scope:local_center_of_rebellion
war = root.faction_war
name = nomadic_faction_event_troops
}
spawn_army = {
men_at_arms = {
type = horse_archers
men = {
value = 0
joined_faction = {
every_faction_county_member = {
limit = {
duchy = scope:local_center_of_rebellion.duchy
}
add = {
value = county_horde_riders_to_raise
divide = 2
}
}
}
}
}
location = scope:local_center_of_rebellion
war = root.faction_war
name = nomadic_faction_event_troops
}
# Spawn Siege Weapons depending on discovered innovations
if = {
limit = {
culture = { has_innovation = innovation_gunpowder }
}
spawn_army = {
men_at_arms = {
type = bombard
stacks = 1
}
location = scope:local_center_of_rebellion
war = root.faction_war
name = populist_faction_event_troops
}
}
else_if = {
limit = {
culture = { has_innovation = innovation_trebuchet }
}
spawn_army = {
men_at_arms = {
type = trebuchet
stacks = 1
}
location = scope:local_center_of_rebellion
war = root.faction_war
name = populist_faction_event_troops
}
}
else_if = {
limit = {
culture = { has_innovation = innovation_mangonel }
}
spawn_army = {
men_at_arms = {
type = mangonel
stacks = 1
}
location = scope:local_center_of_rebellion
war = root.faction_war
name = populist_faction_event_troops
}
}
else_if = {
limit = {
culture = { has_innovation = innovation_catapult }
}
spawn_army = {
men_at_arms = {
type = onager
stacks = 1As written in game/common/scripted_effects/00_faction_effects.txt.
The first 120 of its 138 lines; the rest is in game/common/scripted_effects/00_faction_effects.txt from line 1376.
Where it is used
Every place in common/, events/ and history/ that calls spawn_nomadic_revolt_troops.
Factions (1)
- Nomadic Faction
Source: game/common/scripted_effects/00_faction_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.