Scripted effect
add_random_building_construct_effect
add_random_building_construct_effect = yesgame/common/scripted_effects/00_building_effects.txt, line 919 (129 lines). No parameters.
add_random_building_construct_effect is a scripted effect in Crusader Kings III, written at line 919 of its file. It takes no parameters: add_random_building_construct_effect = yes. The game's script calls it in 2 places, among them Amateur Architecture: Success! (event laamp_base_contract_schemes.2022) and Building Blocks (event court.8090). Patch 1.20.1.2, from game/common/scripted_effects/00_building_effects.txt.
The comment above it in the file
2, builds based on variable
What it does
- If has “random building variable” (a variable the game's script sets) › Depending on random building variable:
- When random building variable is 0:
add_next_building_tier_effect = { BUILDING = outposts }
- When random building variable is 1:
add_next_building_tier_effect = { BUILDING = logging_camps }
- When random building variable is 2:
add_next_building_tier_effect = { BUILDING = peat_quarries }
- When random building variable is 3:
add_next_building_tier_effect = { BUILDING = hill_forts }
- When random building variable is 4:
add_next_building_tier_effect = { BUILDING = plantations }
- When random building variable is 5:
add_next_building_tier_effect = { BUILDING = quarries }
- When random building variable is 6:
add_next_building_tier_effect = { BUILDING = hunting_grounds }
- When random building variable is 7:
add_next_building_tier_effect = { BUILDING = military_camps }
- When random building variable is 8:
add_next_building_tier_effect = { BUILDING = horse_pastures }
- When random building variable is 9:
add_next_building_tier_effect = { BUILDING = hillside_grazing }
- When random building variable is 10:
add_next_building_tier_effect = { BUILDING = warrior_lodges }
- When random building variable is 11:
add_next_building_tier_effect = { BUILDING = pastures }
- When random building variable is 12:
add_next_building_tier_effect = { BUILDING = ramparts }
- When random building variable is 13:
add_next_building_tier_effect = { BUILDING = curtain_walls }
- When random building variable is 14:
add_next_building_tier_effect = { BUILDING = watchtowers }
- When random building variable is 15:
add_next_building_tier_effect = { BUILDING = cereal_fields }
- When random building variable is 16:
add_next_building_tier_effect = { BUILDING = barracks }
- When random building variable is 17:
add_next_building_tier_effect = { BUILDING = camel_farms }
- When random building variable is 18:
add_next_building_tier_effect = { BUILDING = hill_farms }
- When random building variable is 19:
add_next_building_tier_effect = { BUILDING = elephant_pens }
- When random building variable is 20:
add_next_building_tier_effect = { BUILDING = common_tradeport }
- When random building variable is 21:
add_next_building_tier_effect = { BUILDING = hospices }
- When random building variable is 22:
add_next_building_tier_effect = { BUILDING = qanats }
- When random building variable is 23:
add_next_building_tier_effect = { BUILDING = murex_farm }
- When random building variable is 24:
add_next_building_tier_effect = { BUILDING = wind_furnace }
- When random building variable is 25:
add_next_building_tier_effect = { BUILDING = stables }
- When random building variable is 26:
add_next_building_tier_effect = { BUILDING = smiths }
- When random building variable is 27:
add_next_building_tier_effect = { BUILDING = orchards }
- When random building variable is 28:
add_next_building_tier_effect = { BUILDING = farm_estates }
- When random building variable is 29:
add_next_building_tier_effect = { BUILDING = regimental_grounds }
- When random building variable is 30:
add_next_building_tier_effect = { BUILDING = caravanserai }
- When random building variable is 31:
add_next_building_tier_effect = { BUILDING = windmills }
- When random building variable is 32:
add_next_building_tier_effect = { BUILDING = watermills }
- When random building variable is 33:
add_next_building_tier_effect = { BUILDING = workshops }
- When random building variable is 34:
add_next_building_tier_effect = { BUILDING = monastic_schools }
- When random building variable is 35:
add_next_building_tier_effect = { BUILDING = guild_halls }
- When random building variable is 36:
add_next_building_tier_effect = { BUILDING = scriptorium }
- When random building variable is 37:
add_next_building_tier_effect = { BUILDING = megalith }
- When random building variable is 42:
add_next_building_tier_effect = { BUILDING = waterworks }
- When random building variable is 43:
add_next_building_tier_effect = { BUILDING = paddy_fields }
- When random building variable is 0:
• 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)
add_random_building_construct_effect = { # Province scope
if = {
limit = { has_variable = random_building_variable }
switch = {
trigger = var:random_building_variable
0 = {
add_next_building_tier_effect = { BUILDING = outposts }
}
1 = {
add_next_building_tier_effect = { BUILDING = logging_camps }
}
2 = {
add_next_building_tier_effect = { BUILDING = peat_quarries }
}
3 = {
add_next_building_tier_effect = { BUILDING = hill_forts }
}
4 = {
add_next_building_tier_effect = { BUILDING = plantations }
}
5 = {
add_next_building_tier_effect = { BUILDING = quarries }
}
6 = {
add_next_building_tier_effect = { BUILDING = hunting_grounds }
}
7 = {
add_next_building_tier_effect = { BUILDING = military_camps }
}
8 = {
add_next_building_tier_effect = { BUILDING = horse_pastures }
}
9 = {
add_next_building_tier_effect = { BUILDING = hillside_grazing }
}
10 = {
add_next_building_tier_effect = { BUILDING = warrior_lodges }
}
11 = {
add_next_building_tier_effect = { BUILDING = pastures }
}
12 = {
add_next_building_tier_effect = { BUILDING = ramparts }
}
13 = {
add_next_building_tier_effect = { BUILDING = curtain_walls }
}
14 = {
add_next_building_tier_effect = { BUILDING = watchtowers }
}
15 = {
add_next_building_tier_effect = { BUILDING = cereal_fields }
}
16 = {
add_next_building_tier_effect = { BUILDING = barracks }
}
17 = {
add_next_building_tier_effect = { BUILDING = camel_farms }
}
18 = {
add_next_building_tier_effect = { BUILDING = hill_farms }
}
19 = {
add_next_building_tier_effect = { BUILDING = elephant_pens }
}
20 = {
add_next_building_tier_effect = { BUILDING = common_tradeport }
}
21 = {
add_next_building_tier_effect = { BUILDING = hospices }
}
22 = {
add_next_building_tier_effect = { BUILDING = qanats }
}
23 = {
add_next_building_tier_effect = { BUILDING = murex_farm }
}
24 = {
add_next_building_tier_effect = { BUILDING = wind_furnace }
}
25 = {
add_next_building_tier_effect = { BUILDING = stables }
}
26 = {
add_next_building_tier_effect = { BUILDING = smiths }
}
27 = {
add_next_building_tier_effect = { BUILDING = orchards }
}
28 = {
add_next_building_tier_effect = { BUILDING = farm_estates }
}
29 = {
add_next_building_tier_effect = { BUILDING = regimental_grounds }
}
30 = {
add_next_building_tier_effect = { BUILDING = caravanserai }
}
31 = {
add_next_building_tier_effect = { BUILDING = windmills }
}
32 = {
add_next_building_tier_effect = { BUILDING = watermills }
}
33 = {
add_next_building_tier_effect = { BUILDING = workshops }
}
34 = {
add_next_building_tier_effect = { BUILDING = monastic_schools }
}
35 = {
add_next_building_tier_effect = { BUILDING = guild_halls }
}
36 = {
add_next_building_tier_effect = { BUILDING = scriptorium }
}
37 = {
add_next_building_tier_effect = { BUILDING = megalith }
}
42 = {As written in game/common/scripted_effects/00_building_effects.txt.
The first 120 of its 129 lines; the rest is in game/common/scripted_effects/00_building_effects.txt from line 919.
Where it is used
Every place in common/, events/ and history/ that calls add_random_building_construct_effect.
Events (2)
- Amateur Architecture: Success!
laamp_base_contract_schemes.2022 - Building Blocks
court.8090
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.