Scripted effect
spawn_popular_revolt_troops
spawn_popular_revolt_troops = yesgame/common/scripted_effects/00_faction_effects.txt, line 1182 (193 lines). No parameters.
spawn_popular_revolt_troops is a scripted effect in Crusader Kings III, written at line 1182 of its file. It takes no parameters: spawn_popular_revolt_troops = yes. The game's script calls it in 2 places, among them Escalated Peasant Faction (factions) and Populist Faction (factions). Patch 1.20.1.2, from game/common/scripted_effects/00_faction_effects.txt.
What it does
spawn_army = { … }If
scope:local_center_of_rebellion:One of these
terrain = forestor
terrain = taigaor
terrain = jungleor
terrain = plainsor
terrain = drylandsor
terrain = oasisor
terrain = desertor
terrain = wetlandsor
terrain = steppe
Then
spawn_army = { … }
Else if
scope:local_center_of_rebellion:One of these
terrain = mountainsor
terrain = desert_mountains
Then
spawn_army = { … }
Else if
scope:local_center_of_rebellion:One of these
terrain = hillsor
terrain = farmlandsor
terrain = floodplains
Then
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 = { … }
- Their culture:
- If has “governor yearly 8150 ignored” (a variable the game's script sets):
root.faction_leader = { … }
• 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_popular_revolt_troops = {
# Spawn Levies
spawn_army = {
levies = {
value = 0
joined_faction = {
every_faction_county_member = {
limit = {
duchy = scope:local_center_of_rebellion.duchy
}
add = county_levies_to_raise
}
}
}
location = scope:local_center_of_rebellion
war = root.faction_war
name = populist_faction_event_troops
}
# Spawn MAAs - An appropriate amount of troops dependent on the terrain type they spawn in
if = {
limit = {
scope:local_center_of_rebellion = {
OR = {
terrain = forest
terrain = taiga
terrain = jungle
terrain = plains
terrain = drylands
terrain = oasis
terrain = desert
terrain = wetlands
terrain = steppe
}
}
}
spawn_army = {
men_at_arms = {
type = light_footmen
stacks = {
value = 0
joined_faction = {
every_faction_county_member = {
limit = {
duchy = scope:local_center_of_rebellion.duchy
}
add = county_maa_to_raise
}
}
}
}
location = scope:local_center_of_rebellion
war = root.faction_war
name = populist_faction_event_troops
}
}
else_if = {
limit = {
scope:local_center_of_rebellion = {
OR = {
terrain = mountains
terrain = desert_mountains
}
}
}
spawn_army = {
men_at_arms = {
type = pikemen_unit
stacks = {
value = 0
joined_faction = {
every_faction_county_member = {
limit = {
duchy = scope:local_center_of_rebellion.duchy
}
add = county_maa_to_raise
}
}
}
}
location = scope:local_center_of_rebellion
war = root.faction_war
name = populist_faction_event_troops
}
}
else_if = {
limit = {
scope:local_center_of_rebellion = {
OR = {
terrain = hills
terrain = farmlands
terrain = floodplains
}
}
}
spawn_army = {
men_at_arms = {
type = bowmen
stacks = {
value = 0
joined_faction = {
every_faction_county_member = {
limit = {
duchy = scope:local_center_of_rebellion.duchy
}
add = county_maa_to_raise
}
}
}
}
location = scope:local_center_of_rebellion
war = root.faction_war
name = populist_faction_event_troops
}
}
# Spawn Siege Weapons depending on discovered innovations
if = {
limit = {
culture = { has_innovation = innovation_gunpowder }As written in game/common/scripted_effects/00_faction_effects.txt.
The first 120 of its 193 lines; the rest is in game/common/scripted_effects/00_faction_effects.txt from line 1182.
Where it is used
Every place in common/, events/ and history/ that calls spawn_popular_revolt_troops.
Factions (2)
- Escalated Peasant Faction
- Populist 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.