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

mpo_overrunner_becomes_clan_trigger

mpo_overrunner_becomes_clan_trigger = yes

game/common/scripted_triggers/mpo_scripted_triggers.txt, line 329 (74 lines). No parameters.

mpo_overrunner_becomes_clan_trigger is a scripted trigger in Crusader Kings III, in the Khans of the Steppe files, written at line 329 of its file. It takes no parameters: mpo_overrunner_becomes_clan_trigger = yes (or no). The game's script calls it in 2 places, among them Overrun Kingdom (casus belli) and Overrun Kingdom (casus belli). Patch 1.20.1.2, from game/common/scripted_triggers/mpo_scripted_triggers.txt.

What it checks

  • scope:attacker:
    • One of these

      • Their religion is Islam
      • or

        Their culture:
      • or

        scope:defender:
        • Government is Clan
        • scope:target:
          • holder ?= scope:defender
        • scope:target:
          • title_capital_county = { … }
      • or

        If

        • scope:defender › Any realm de jure duchy:
          • kingdom = scope:target
          • title_capital_county = { holder.top_liege = scope:defender }

        Then

        • scope:defender › Every realm de jure duchy:
          • kingdom = scope:target
          • title_capital_county = { … }

        Otherwise

        • scope:target › Every de jure county:

• 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 (74 lines of game script)
mpo_overrunner_becomes_clan_trigger = {
	scope:attacker = {
		OR = {
			#Personal reasons to go clan
			faith.religion = religion:islam_religion
			culture = {
				OR = {
					has_cultural_pillar = heritage_arabic
					has_cultural_pillar = heritage_iranian
				}
			}
			#Person you're taking from has clan and presence in target region
			scope:defender = {
				government_has_flag = government_is_clan
				scope:target = {
					holder ?= scope:defender
				}
				scope:target = {
					title_capital_county = {
						holder.top_liege = scope:defender
						OR = {
							culture = { has_cultural_pillar = heritage_arabic }
							culture = { has_cultural_pillar = heritage_iranian }
							faith.religion = religion:islam_religion
						}
					}
				}
			}
			#Solid islamic presence in target region
			trigger_if = {
				limit = {
					scope:defender = {
						any_realm_de_jure_duchy = {
							kingdom = scope:target
							title_capital_county = {
								holder.top_liege = scope:defender
							}
						}
					}
				}
				scope:defender = {
					any_realm_de_jure_duchy = {
						count = all
						kingdom = scope:target
						title_capital_county = {
							holder.top_liege = scope:defender
							OR = {
								culture = { has_cultural_pillar = heritage_arabic }
								culture = { has_cultural_pillar = heritage_iranian }
								faith.religion = religion:islam_religion
							}
						}
						
					}
				}
			}
			#Every county is islamic
			trigger_else = {
				scope:target = {
					any_de_jure_county = {
						count = all
						holder.top_liege = scope:defender
						OR = {
							culture = { has_cultural_pillar = heritage_arabic }
							culture = { has_cultural_pillar = heritage_iranian }
							faith.religion = religion:islam_religion
						}
					}
				}
			}

		}
	}
}

As written in game/common/scripted_triggers/mpo_scripted_triggers.txt.

Where it is used

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

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

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