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

add_random_fortification_building_effect

add_random_fortification_building_effect = yes

game/common/scripted_effects/00_building_effects.txt, line 2797 (43 lines). No parameters.

add_random_fortification_building_effect is a scripted effect in Crusader Kings III, written at line 2797 of its file. It takes no parameters: add_random_fortification_building_effect = yes. The game's script calls it in 5 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

• 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 (43 lines of game script)
add_random_fortification_building_effect = {
	if = {
		limit = { free_building_slots > 0 }
		save_scope_as = building_scope
		custom_tooltip = random_fortification_building_tt
		hidden_effect = {
			random_list = {
				10 = { # Ramparts
					trigger = {
						NOT = { has_building_or_higher = ramparts_01 }
						building_ramparts_requirement_terrain = yes
						building_requirement_castle_city_church = { LEVEL = 01 }
					}
					add_building = ramparts_01
				}
				10 = { # Curtain Walls
					trigger = {
						NOT = { has_building_or_higher = curtain_walls_01 }
						building_curtain_walls_requirement_terrain = yes
						building_requirement_castle_city_church = { LEVEL = 01 }
					}
					add_building = curtain_walls_01
				}
				10 = { # Watchtowers
					trigger = {
						NOT = { has_building_or_higher = watchtowers_01 }
						building_watchtowers_requirement_terrain = yes
						building_requirement_castle_city_church = { LEVEL = 01 }
					}
					add_building = watchtowers_01
				}
				10 = { # Hill Forts
					trigger = {
						NOT = { has_building_or_higher = hill_forts_01 }
						building_hill_forts_requirement_terrain = yes
						building_requirement_castle_city_church = { LEVEL = 01 }
					}
					add_building = hill_forts_01
				}
			}
		}
	}
}

As written in game/common/scripted_effects/00_building_effects.txt.

Where it is used

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

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.

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