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

spawn_second_almohad_troops_effect

spawn_second_almohad_troops_effect = yes

game/common/scripted_effects/00_almohad_invasion_effects.txt, line 349 (28 lines). No parameters.

spawn_second_almohad_troops_effect is a scripted effect in Crusader Kings III, written at line 349 of its file. It takes no parameters: spawn_second_almohad_troops_effect = yes. The game's script calls it in 1 place, among them story_almohad_invasion (story cycle). Patch 1.20.1.2, from game/common/scripted_effects/00_almohad_invasion_effects.txt.

What it does

  • If at War:
    • 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 (28 lines of game script)
spawn_second_almohad_troops_effect = {
	if = {
		limit = {
			is_at_war = yes
		}
		ordered_war_enemy = {
			order_by = max_military_strength
			position = 0
			save_scope_as = powerful_war_enemy
		}
		spawn_army = {
			uses_supply = yes
			inheritable = no
			name = second_almohad_event_troops
			levies = {
				if = {
					limit = { exists = scope:powerful_war_enemy }
					add = scope:powerful_war_enemy.max_military_strength
					multiply = 2
				}
				else = {
					add = 3000
				}
			}
			location = capital_province
		}
	}
}

As written in game/common/scripted_effects/00_almohad_invasion_effects.txt.

Where it is used

Every place in common/, events/ and history/ that calls spawn_second_almohad_troops_effect.

Story cycles (1)

  • story_almohad_invasion

Source: game/common/scripted_effects/00_almohad_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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