CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · Roads to Power files

add_random_internal_estate_building

add_random_internal_estate_building = yes

game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt, line 13170 (104 lines). No parameters.

add_random_internal_estate_building is a scripted effect in Crusader Kings III, in the Roads to Power files, written at line 13170 of its file. It takes no parameters: add_random_internal_estate_building = yes. The game's script calls it in 2 places, among them on_game_start_after_lobby (on action) and set_up_domicile_estate_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.

What it does

  • 1 of 10 things will happen:
    • 10%:
      • add_domicile_building = servants_quarters_01
      • If

        • has_domicile_building = estate_main_03

        Then

        • add_domicile_building = servants_quarters_02
    • 10%:
      • add_domicile_building = library_01
      • If

        • has_domicile_building = estate_main_03

        Then

        • add_domicile_building = library_02
    • 10%:
      • add_domicile_building = bath_01
      • If

        • has_domicile_building = estate_main_03

        Then

        • add_domicile_building = bath_02
    • 10%:
      • add_domicile_building = courtyard_01
      • If

        • has_domicile_building = estate_main_03

        Then

        • add_domicile_building = courtyard_02
    • 10%:
      • add_domicile_building = prison_01
      • If

        • has_domicile_building = estate_main_03

        Then

        • add_domicile_building = prison_02
    • 10%:
      • add_domicile_building = living_quarters_01
      • If

        • has_domicile_building = estate_main_03

        Then

        • add_domicile_building = living_quarters_02
    • 10%:
      • add_domicile_building = trophy_room_01
      • If

        • has_domicile_building = estate_main_03

        Then

        • add_domicile_building = trophy_room_02
    • 10%:
      • add_domicile_building = office_01
      • If

        • has_domicile_building = estate_main_03

        Then

        • add_domicile_building = office_02
    • 10%:
      • add_domicile_building = guest_room_01
      • If

        • has_domicile_building = estate_main_03

        Then

        • add_domicile_building = guest_room_02
    • 10%:
      • add_domicile_building = wine_cellar_01
      • If

        • has_domicile_building = estate_main_03

        Then

        • add_domicile_building = wine_cellar_02

• 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 (104 lines of game script)
add_random_internal_estate_building = {
	random_list = {
		10 = {
			trigger = {
				NOT = { has_domicile_building_or_higher = servants_quarters_01 }
			}
			add_domicile_building = servants_quarters_01
			if = {
				limit = { has_domicile_building = estate_main_03 }
				add_domicile_building = servants_quarters_02
			}
		}
		10 = {
			trigger = {
				NOT = { has_domicile_building_or_higher = library_01 }
			}
			add_domicile_building = library_01
			if = {
				limit = { has_domicile_building = estate_main_03 }
				add_domicile_building = library_02
			}
		}
		10 = {
			trigger = {
				NOT = { has_domicile_building_or_higher = bath_01 }
			}
			add_domicile_building = bath_01
			if = {
				limit = { has_domicile_building = estate_main_03 }
				add_domicile_building = bath_02
			}
		}
		10 = {
			trigger = {
				NOT = { has_domicile_building_or_higher = courtyard_01 }
			}
			add_domicile_building = courtyard_01
			if = {
				limit = { has_domicile_building = estate_main_03 }
				add_domicile_building = courtyard_02
			}
		}
		10 = {
			trigger = {
				NOT = { has_domicile_building_or_higher = prison_01 }
			}
			add_domicile_building = prison_01
			if = {
				limit = { has_domicile_building = estate_main_03 }
				add_domicile_building = prison_02
			}
		}
		10 = {
			trigger = {
				NOT = { has_domicile_building_or_higher = living_quarters_01 }
			}
			add_domicile_building = living_quarters_01
			if = {
				limit = { has_domicile_building = estate_main_03 }
				add_domicile_building = living_quarters_02
			}
		}
		10 = {
			trigger = {
				NOT = { has_domicile_building_or_higher = trophy_room_01 }
			}
			add_domicile_building = trophy_room_01
			if = {
				limit = { has_domicile_building = estate_main_03 }
				add_domicile_building = trophy_room_02
			}
		}
		10 = {
			trigger = {
				NOT = { has_domicile_building_or_higher = office_01 }
			}
			add_domicile_building = office_01
			if = {
				limit = { has_domicile_building = estate_main_03 }
				add_domicile_building = office_02
			}
		}
		10 = {
			trigger = {
				NOT = { has_domicile_building_or_higher = guest_room_01 }
			}
			add_domicile_building = guest_room_01
			if = {
				limit = { has_domicile_building = estate_main_03 }
				add_domicile_building = guest_room_02
			}
		}
		10 = {
			trigger = {
				NOT = { has_domicile_building_or_higher = wine_cellar_01 }
			}
			add_domicile_building = wine_cellar_01
			if = {
				limit = { has_domicile_building = estate_main_03 }
				add_domicile_building = wine_cellar_02
			}
		}
	}
}

As written in game/common/scripted_effects/07_dlc_ep3_scripted_effects.txt.

Where it is used

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

On actions (the game's own hooks) (1)

  • on_game_start_after_lobby

Scripted effects (1)

Source: game/common/scripted_effects/07_dlc_ep3_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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