CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · By God Alone files

add_random_external_ecclesiastical_domicile_building

add_random_external_ecclesiastical_domicile_building = yes

game/common/scripted_effects/11_dlc_pam_scripted_effects.txt, line 1376 (51 lines). No parameters.

add_random_external_ecclesiastical_domicile_building is a scripted effect in Crusader Kings III, in the By God Alone files, written at line 1376 of its file. It takes no parameters: add_random_external_ecclesiastical_domicile_building = yes. The game's script calls it in 1 place, among them fill_ecclesiastical_domicile_building_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/11_dlc_pam_scripted_effects.txt.

What it does

  • If free external domicile building slots at least 1 › 1 of 8 things will happen:
    • 13%:
      • add_domicile_building = baptistery_01
    • 13%:
      • add_domicile_building = church_school_01
    • 13%:
      • add_domicile_building = church_archives_01
    • 13%:
      • add_domicile_building = church_guard_tower_01
    • 13%:
      • add_domicile_building = chancery_01
    • 13%:
      • add_domicile_building = church_treasury_01
    • 13%:
      • add_domicile_building = cloister_01
    • 7%:
      • add_domicile_building = episcopal_palace_01

• 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 (51 lines of game script)
add_random_external_ecclesiastical_domicile_building = {
	if = {
		limit = { free_external_domicile_building_slots >= 1 }
		random_list = {
			10 = {
				trigger = { NOT = { has_domicile_building_or_higher = baptistery_01 } }
				add_domicile_building = baptistery_01
			}
			10 = {
				trigger = { NOT = { has_domicile_building_or_higher = church_school_01 } }
				add_domicile_building = church_school_01
			}
			10 = {
				trigger = { NOT = { has_domicile_building_or_higher = church_archives_01 } }
				add_domicile_building = church_archives_01
			}
			10 = {
				trigger = { NOT = { has_domicile_building_or_higher = church_guard_tower_01 } }
				add_domicile_building = church_guard_tower_01
			}
			10 = {
				trigger = {
					NOT = { has_domicile_building_or_higher = chancery_01 }
					owner.culture ?= { has_innovation = innovation_chronicle_writing }
				}
				add_domicile_building = chancery_01
			}
			10 = {
				trigger = { NOT = { has_domicile_building_or_higher = church_treasury_01 } }
				add_domicile_building = church_treasury_01
			}
			10 = {
				trigger = {
					NOT = { has_domicile_building_or_higher = cloister_01 }
					owner.capital_county.clerical_region_title ?= {
						any_county_in_clerical_region = {
							any_county_province = {
								barony = { is_leased_out = yes }
							}
						}
					}
				}
				add_domicile_building = cloister_01
			}
			5 = {
				trigger = { NOT = { has_domicile_building_or_higher = episcopal_palace_01 } }
				add_domicile_building = episcopal_palace_01
			}
		}
	}
}

As written in game/common/scripted_effects/11_dlc_pam_scripted_effects.txt.

Where it is used

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

Source: game/common/scripted_effects/11_dlc_pam_scripted_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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