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

spawn_popular_revolt_troops

spawn_popular_revolt_troops = yes

game/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 = forest
        • or

          terrain = taiga
        • or

          terrain = jungle
        • or

          terrain = plains
        • or

          terrain = drylands
        • or

          terrain = oasis
        • or

          terrain = desert
        • or

          terrain = wetlands
        • or

          terrain = steppe

    Then

    • spawn_army = { … }

    Else if

    • scope:local_center_of_rebellion:
      • One of these

        • terrain = mountains
        • or

          terrain = desert_mountains

    Then

    • spawn_army = { … }

    Else if

    • scope:local_center_of_rebellion:
      • One of these

        • terrain = hills
        • or

          terrain = farmlands
        • or

          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 = { … }
  • 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.

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