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

successful_nomadic_revolt_outcome_effect

successful_nomadic_revolt_outcome_effect = { FACTION_LEADER = … }

game/common/scripted_effects/00_faction_effects.txt, line 787 (394 lines). Parameters: $FACTION_LEADER$.

successful_nomadic_revolt_outcome_effect is a scripted effect in Crusader Kings III, written at line 787 of its file. A call passes 1 parameter: FACTION_LEADER. The game's script calls it in 2 places, among them Nomadic Uprising (casus belli) and faction_demand.9998 (event). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_faction_effects.txt.

What it does

  • $FACTION_LEADER$ = { save_scope_as = tooltip_leader custom_tooltip = nomads_take_everything_tt }
  • Every in list: Gains the … Title ($FACTION LEADER$)
  • Every in list: Gains the … Title ($FACTION LEADER$)

• 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)
successful_nomadic_revolt_outcome_effect = {
	hidden_effect = {
		# Save scopes for later usage.
		$FACTION_LEADER$ = {
			add_character_flag = successful_nomad_revolt_leader
			joined_faction = {
				save_scope_as = nomadic_faction
				every_faction_member = {
					add_to_list = faction_members
				}
				faction_target = {
					save_scope_as = faction_target
				}
			}
			if = {
				limit = {
					has_variable = peasant_title
					exists = this.var:peasant_title.holder
				}
				destroy_title = this.var:peasant_title
			}
		}
		# Compile a list of all duchies and counties belonging to the faction.
		scope:nomadic_faction = {
			every_faction_county_member = {
				add_to_list = seized_counties
				duchy = {
					every_de_jure_county = { # Seize entire duchies
						limit = {
							holder.top_liege = scope:faction_target
							NOT = { is_in_list = seized_counties }
						}
						add_to_list = seized_counties
					}
					if = {
						limit = {
							holder.top_liege = scope:faction_target
							NOT = { is_in_list = seized_duchies }
						}
						add_to_list = seized_duchies
					}
				}
			}
		}

		# Select a 'capital' county for the faction leader.
		scope:nomadic_faction = {
			ordered_in_list = {
				list = seized_counties
				order_by = {
					value = 0
					if = {
						limit = {
							uses_county_fertility = yes
						}
						add = county_fertility
					}
					else = {
						add = development_level
					}

					multiply = {
						value = 1
						if = {
							limit = { culture = $FACTION_LEADER$.culture }
							add = 200
						}
						if = {
							limit = { faith = $FACTION_LEADER$.faith }
							add = 50
						}
					}
				}
				save_scope_as = capital_county
			}
		}

		# Give the leader the counties they should have and make them a nomad.
		$FACTION_LEADER$ = {
			add_to_list = independent_nomads
			if = {
				limit = { is_ruler = yes }
				change_government = nomad_government
			}
		}
		create_title_and_vassal_change = {
			type = conquest_populist
			save_scope_as = change
			add_claim_on_loss = yes
		}
		scope:capital_county = {
			change_title_holder = {
				holder = $FACTION_LEADER$
				change = scope:change
				take_baronies = no
			}
			add_to_list = divided_titles
			duchy = {
				every_de_jure_county = { # Seize entire duchies
					limit = {
						is_in_list = seized_counties
						NOT = { is_in_list = divided_titles }
					}
					change_title_holder = {
						holder = $FACTION_LEADER$
						change = scope:change
						take_baronies = no
					}
					add_to_list = divided_titles
				}
				if = {
					limit = {
						OR = {
							NOT = { exists = holder }
							trigger_if = {
								limit = { exists = holder }
								holder.top_liege = scope:faction_target
							}
						}
						NOT = { is_in_list = divided_titles }

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

The first 120 of its 394 lines; the rest is in game/common/scripted_effects/00_faction_effects.txt from line 787.

Where it is used

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

Casus belli (1)

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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