CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted trigger · Khans of the Steppe files

mpo_gok_auto_cultural_maa_trigger

mpo_gok_auto_cultural_maa_trigger = yes

game/common/scripted_triggers/09_mpo_greatest_of_khans_triggers.txt, line 471 (13 lines). No parameters.

mpo_gok_auto_cultural_maa_trigger is a scripted trigger in Crusader Kings III, in the Khans of the Steppe files, written at line 471 of its file. It takes no parameters: mpo_gok_auto_cultural_maa_trigger = yes (or no). The game's script calls it in 1 place, among them Offer Submission or Ruin (interaction). Patch 1.20.1.2, from game/common/scripted_triggers/09_mpo_greatest_of_khans_triggers.txt.

The comment above it in the file

Basically just checking they are tribal (and shouldn't provide siege) or have a unique maa that's interesting to have
I think this will balance how much siege vs. military strength AI take as GoK

What it checks

• 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 (13 lines of game script)
mpo_gok_auto_cultural_maa_trigger = {
	OR = {
		government_has_flag = government_is_tribal
		government_has_flag = government_is_nomadic
		culture = {
			OR = {
				culture_has_archer_cavalry_maa = yes
				has_cultural_parameter = unlock_maa_cataphract_archers
			}
		}
		
	}
}

As written in game/common/scripted_triggers/09_mpo_greatest_of_khans_triggers.txt.

Where it is used

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

Character interactions (1)

Source: game/common/scripted_triggers/09_mpo_greatest_of_khans_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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