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

spawn_nomadic_revolt_troops

spawn_nomadic_revolt_troops = yes

game/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 = { … }

• 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 = 1

As 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.

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