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

add_next_building_tier_effect

add_next_building_tier_effect = { BUILDING = … }

game/common/scripted_effects/00_building_effects.txt, line 15 (36 lines). Parameters: $BUILDING$.

add_next_building_tier_effect is a scripted effect in Crusader Kings III, written at line 15 of its file. A call passes 1 parameter: BUILDING. The game's script calls it in 4 places, among them bp2_yearly_1065_add_economical_building_effect (local effect), bp2_yearly_1065_add_martial_building_effect (local effect) and bp2_yearly_1065_add_pious_building_effect (local effect). Patch 1.20.1.2, from game/common/scripted_effects/00_building_effects.txt.

The comment above it in the file

Builds or upgrades the specified building, e.g. outposts

What it does

  • If

    • NOT = { has_building_or_higher = $BUILDING$_01 }

    Then

    • add_building = $BUILDING$_01

    Else if

    • has_building = $BUILDING$_01

    Then

    • add_building = $BUILDING$_02

    Else if

    • has_building = $BUILDING$_02

    Then

    • add_building = $BUILDING$_03

    Else if

    • has_building = $BUILDING$_03

    Then

    • add_building = $BUILDING$_04

    Else if

    • has_building = $BUILDING$_04

    Then

    • add_building = $BUILDING$_05

    Else if

    • has_building = $BUILDING$_05

    Then

    • add_building = $BUILDING$_06

    Else if

    • has_building = $BUILDING$_06

    Then

    • add_building = $BUILDING$_07

    Else if

    • has_building = $BUILDING$_07

    Then

    • add_building = $BUILDING$_08

• 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 (36 lines of game script)
add_next_building_tier_effect = {
	if = {
		limit = {
			NOT = { has_building_or_higher = $BUILDING$_01 }
		}
		add_building = $BUILDING$_01
	}
	else_if = {
		limit = { has_building = $BUILDING$_01 }
		add_building = $BUILDING$_02
	}
	else_if = {
		limit = { has_building = $BUILDING$_02 }
		add_building = $BUILDING$_03
	}
	else_if = {
		limit = { has_building = $BUILDING$_03 }
		add_building = $BUILDING$_04
	}
	else_if = {
		limit = { has_building = $BUILDING$_04 }
		add_building = $BUILDING$_05
	}
	else_if = {
		limit = { has_building = $BUILDING$_05 }
		add_building = $BUILDING$_06
	}
	else_if = {
		limit = { has_building = $BUILDING$_06 }
		add_building = $BUILDING$_07
	}
	else_if = {
		limit = { has_building = $BUILDING$_07 }
		add_building = $BUILDING$_08
	}
}

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

Where it is used

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

Scripted effects inside an event file (3)

  • bp2_yearly_1065_add_economical_building_effect
  • bp2_yearly_1065_add_martial_building_effect
  • bp2_yearly_1065_add_pious_building_effect

Source: game/common/scripted_effects/00_building_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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