Scripted effect
add_random_economic_building_effect
add_random_economic_building_effect = yesgame/common/scripted_effects/00_building_effects.txt, line 2615 (181 lines). No parameters.
add_random_economic_building_effect is a scripted effect in Crusader Kings III, written at line 2615 of its file. It takes no parameters: add_random_economic_building_effect = yes. The game's script calls it in 6 places, among them Motte (building), Shrine (building) and Village Center (building). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_building_effects.txt.
What it does
- If free building slots more than 0: Holding of … gains a random Economic Building
• 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_economic_building_effect = {
if = {
limit = { free_building_slots > 0 }
save_scope_as = building_scope
custom_tooltip = random_economic_building_tt
hidden_effect = {
random_list = {
10 = { # Caravanserai
trigger = {
NOT = { has_building_or_higher = caravanserai_01 }
building_caravanserai_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
culture = {
has_innovation = innovation_guilds
}
}
add_building = caravanserai_01
}
10 = { # Watermills
trigger = {
NOT = { has_building_or_higher = watermills_01 }
building_watermills_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
culture = {
has_innovation = innovation_windmills
}
}
add_building = watermills_01
}
10 = { # Windmills
trigger = {
NOT = { has_building_or_higher = windmills_01 }
building_windmills_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
culture = {
has_innovation = innovation_windmills
}
}
add_building = windmills_01
}
10 = { # Trade Port
trigger = {
NOT = { has_building_or_higher = common_tradeport_01 }
building_common_tradeport_requirement_terrain = yes
OR = {
AND = {
culture = {
has_cultural_parameter = trade_ports_enabled_for_tribals
}
has_building_or_higher = tribe_01
}
building_requirement_castle_city_church = { LEVEL = 01 }
}
}
add_building = common_tradeport_01
}
10 = { # Pastures
trigger = {
NOT = { has_building_or_higher = pastures_01 }
building_pastures_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
}
add_building = pastures_01
}
10 = { # Hunting Grounds
trigger = {
NOT = { has_building_or_higher = hunting_grounds_01 }
building_hunting_grounds_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
}
add_building = hunting_grounds_01
}
10 = { # Orchards
trigger = {
NOT = { has_building_or_higher = orchards_01 }
building_orchards_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
}
add_building = orchards_01
}
10 = { # Farm Estates
trigger = {
NOT = { has_building_or_higher = farm_estates_01 }
building_farm_estates_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
}
add_building = farm_estates_01
}
10 = { # Cereal Fields
trigger = {
NOT = { has_building_or_higher = cereal_fields_01 }
building_cereal_fields_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
}
add_building = cereal_fields_01
}
10 = { # Logging Camps
trigger = {
NOT = { has_building_or_higher = logging_camps_01 }
building_logging_camps_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
}
add_building = logging_camps_01
}
10 = { # Peat Quarries
trigger = {
NOT = { has_building_or_higher = peat_quarries_01 }
building_peat_quarries_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
}
add_building = peat_quarries_01
}
10 = { # Hill Farms
trigger = {
NOT = { has_building_or_higher = hill_farms_01 }
building_hill_farms_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
}
add_building = hill_farms_01
}As written in game/common/scripted_effects/00_building_effects.txt.
The first 120 of its 181 lines; the rest is in game/common/scripted_effects/00_building_effects.txt from line 2615.
Where it is used
Every place in common/, events/ and history/ that calls add_random_economic_building_effect.
Buildings (4)
Events (1)
- The …
travel_events_bp3.20
On actions (the game's own hooks) (1)
- on_building_completed
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.