Scripted effect
surveyor_perk_mustering_effect
surveyor_perk_mustering_effect = yesgame/common/scripted_effects/00_wanderer_lifestyle_effects.txt, line 405 (78 lines). No parameters.
surveyor_perk_mustering_effect is a scripted effect in Crusader Kings III, written at line 405 of its file. It takes no parameters: surveyor_perk_mustering_effect = yes. The game's script calls it in 2 places, among them on_travel_plan_movement (on action) and on_travel_plan_start (on action). Patch 1.20.1.2, from game/common/scripted_effects/00_wanderer_lifestyle_effects.txt.
What it does
If
Then
- Their location › Depending on has stationed regiment of base type:
- When has stationed regiment of base type is Skirmishers:
add_province_modifier = { modifier = mustered_skirmishers years = 15 }
- When has stationed regiment of base type is Archers:
add_province_modifier = { modifier = mustered_archers years = 15 }
- When has stationed regiment of base type is Light Cavalry:
add_province_modifier = { modifier = mustered_light_cavalry years = 15 }
- When has stationed regiment of base type is Spearmen:
add_province_modifier = { modifier = mustered_pikemen years = 15 }
- When has stationed regiment of base type is Heavy Infantry:
add_province_modifier = { modifier = mustered_heavy_infantry years = 15 }
- When has stationed regiment of base type is Siege Weapons:
add_province_modifier = { modifier = mustered_siege_weapon years = 15 }
- When has stationed regiment of base type is Heavy Cavalry:
add_province_modifier = { modifier = mustered_heavy_cavalry years = 15 }
- When has stationed regiment of base type is Elephant Cavalry:
add_province_modifier = { modifier = mustered_elephant_cavalry years = 15 }
- When has stationed regiment of base type is Camel Cavalry:
add_province_modifier = { modifier = mustered_camel_cavalry years = 15 }
- When has stationed regiment of base type is Archer Cavalry:
add_province_modifier = { modifier = mustered_archer_cavalry years = 15 }
- When has stationed regiment of base type is Skirmishers:
- Their location › Depending on has stationed regiment of base type:
• 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 (78 lines of game script)
surveyor_perk_mustering_effect = {
if = {
limit = {
government_has_flag = government_is_settled
has_perk = mustering_the_troops_perk
location = {
exists = barony
barony.holder = root
has_stationed_regiment = yes
}
}
location = {
switch = {
trigger = has_stationed_regiment_of_base_type
skirmishers = {
add_province_modifier = {
modifier = mustered_skirmishers
years = 15
}
}
archers = {
add_province_modifier = {
modifier = mustered_archers
years = 15
}
}
light_cavalry = {
add_province_modifier = {
modifier = mustered_light_cavalry
years = 15
}
}
pikemen = {
add_province_modifier = {
modifier = mustered_pikemen
years = 15
}
}
heavy_infantry = {
add_province_modifier = {
modifier = mustered_heavy_infantry
years = 15
}
}
siege_weapon = {
add_province_modifier = {
modifier = mustered_siege_weapon
years = 15
}
}
heavy_cavalry = {
add_province_modifier = {
modifier = mustered_heavy_cavalry
years = 15
}
}
elephant_cavalry = {
add_province_modifier = {
modifier = mustered_elephant_cavalry
years = 15
}
}
camel_cavalry = {
add_province_modifier = {
modifier = mustered_camel_cavalry
years = 15
}
}
archer_cavalry = {
add_province_modifier = {
modifier = mustered_archer_cavalry
years = 15
}
}
}
}
}
}As written in game/common/scripted_effects/00_wanderer_lifestyle_effects.txt.
Where it is used
Every place in common/, events/ and history/ that calls surveyor_perk_mustering_effect.
On actions (the game's own hooks) (2)
- on_travel_plan_movement
- on_travel_plan_start
Source: game/common/scripted_effects/00_wanderer_lifestyle_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.