Scripted effect
add_random_building_variable_effect
add_random_building_variable_effect = yesgame/common/scripted_effects/00_building_effects.txt, line 59 (858 lines). No parameters.
add_random_building_variable_effect is a scripted effect in Crusader Kings III, written at line 59 of its file. It takes no parameters: add_random_building_variable_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
1, sets variable based on fitness of possible buildings
What it does
- 1 of 40 things will happen:
- 5%: Nothing else happens
- 5%: Nothing else happens
- 5%: Nothing else happens
- 5%: Nothing else happens
- 5%: Nothing else happens
- 5%: Nothing else happens
- 5%: Nothing else happens
- 5%: Nothing else happens
- 5%: Nothing else happens
- 5%: Nothing else happens
- 5%: Nothing else happens
- 1%: Nothing else happens
- 1%: Nothing else happens
- 1%: Nothing else happens
- 1%: Nothing else happens
- 1%: Nothing else happens
- 1%: Nothing else happens
- 1%: Nothing else happens
- 1%: Nothing else happens
- 1%: Nothing else happens
- 1%: Nothing else happens
- 1%: Nothing else happens
- 1%: Nothing else happens
- 1%: Nothing else happens
- 1%: Nothing else happens
- 1%: Nothing else happens
- 1%: Nothing else happens
- 1%: Nothing else happens
- 1%: Nothing else happens
- 1%: Nothing else happens
- 1%: Nothing else happens
- 1%: Nothing else happens
- 1%: Nothing else happens
- 1%: Nothing else happens
- 5%: Nothing else happens
- 5%: Nothing else happens
- 5%: Nothing else happens
- 5%: Nothing else happens
- 1%: Nothing else happens
- 1%: Nothing else happens
• 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_variable_effect = { # Province scope
province_owner = { save_scope_as = build_owner }
province_owner = { save_scope_as = holder } #Since building requirements reference scope:holder.
random_list = { # Which building?
# Generic/Terrain
10 = { # outposts : Cheap
trigger = {
add_random_building_trigger = { BUILDING = outposts } # Generic eligiblity
generic_recruitment_building_innovations_trigger = { BUILDING = outposts }
}
set_variable = {
name = random_building_variable
value = 0
days = 365
}
}
10 = { # logging_camps : Cheap
trigger = {
add_random_building_trigger = { BUILDING = logging_camps }
generic_economic_building_innovation_trigger = { BUILDING = logging_camps }
}
set_variable = {
name = random_building_variable
value = 1
days = 365
}
}
10 = { # peat_quarries : Cheap
trigger = {
add_random_building_trigger = { BUILDING = peat_quarries }
generic_economic_building_innovation_trigger = { BUILDING = peat_quarries }
}
set_variable = {
name = random_building_variable
value = 2
days = 365
}
}
10 = { # hill_forts : Cheap
trigger = {
add_random_building_trigger = { BUILDING = hill_forts }
generic_fortification_building_innovations_trigger = { BUILDING = hill_forts }
}
set_variable = {
name = random_building_variable
value = 3
days = 365
}
}
10 = { # plantations : Cheap
trigger = {
add_random_building_trigger = { BUILDING = plantations }
generic_economic_building_innovation_trigger = { BUILDING = plantations }
}
set_variable = {
name = random_building_variable
value = 4
days = 365
}
}
10 = { # quarries : Cheap
trigger = {
add_random_building_trigger = { BUILDING = quarries }
generic_economic_building_innovation_trigger = { BUILDING = quarries }
}
set_variable = {
name = random_building_variable
value = 5
days = 365
}
}
10 = { # hunting_grounds : Cheap
trigger = {
add_random_building_trigger = { BUILDING = hunting_grounds }
generic_economic_building_innovation_trigger = { BUILDING = hunting_grounds }
}
set_variable = {
name = random_building_variable
value = 6
days = 365
}
}
10 = { # military_camps : Cheap
trigger = {
add_random_building_trigger = { BUILDING = military_camps }
generic_recruitment_building_innovations_trigger = { BUILDING = military_camps }
}
set_variable = {
name = random_building_variable
value = 7
days = 365
}
}
10 = { # horse_pastures : Cheap
trigger = {
add_random_building_trigger = { BUILDING = horse_pastures }
generic_recruitment_building_innovations_trigger = { BUILDING = horse_pastures }
}
set_variable = {
name = random_building_variable
value = 8
days = 365
}
}
10 = { # hillside_grazing : Cheap
trigger = {
add_random_building_trigger = { BUILDING = hillside_grazing }
generic_recruitment_building_innovations_trigger = { BUILDING = hillside_grazing }
}
set_variable = {
name = random_building_variable
value = 9
days = 365
}
}
10 = { # warrior_lodges : Cheap
trigger = {
add_random_building_trigger = { BUILDING = warrior_lodges }
generic_recruitment_building_innovations_trigger = { BUILDING = warrior_lodges }
}As written in game/common/scripted_effects/00_building_effects.txt.
The first 120 of its 858 lines; the rest is in game/common/scripted_effects/00_building_effects.txt from line 59.
Where it is used
Every place in common/, events/ and history/ that calls add_random_building_variable_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.