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

add_random_building_construct_effect

add_random_building_construct_effect = yes

game/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

• 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)

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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