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
• 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)
Events (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.