Scripted effect
add_random_military_building_effect
add_random_military_building_effect = yesgame/common/scripted_effects/00_building_effects.txt, line 2841 (107 lines). No parameters.
add_random_military_building_effect is a scripted effect in Crusader Kings III, written at line 2841 of its file. It takes no parameters: add_random_military_building_effect = yes. The game's script calls it in 4 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 Military 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 (107 lines of game script)
add_random_military_building_effect = {
if = {
limit = { free_building_slots > 0 }
save_scope_as = building_scope
custom_tooltip = random_military_building_tt
hidden_effect = {
random_list = {
10 = { # Wind Furnace
trigger = {
NOT = { has_building_or_higher = wind_furnace_01 }
building_wind_furnace_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
}
add_building = wind_furnace_01
}
10 = { # Workshops
trigger = {
NOT = { has_building_or_higher = workshops_01 }
building_workshops_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
scope:building_scope.county.holder.culture = {
has_innovation = innovation_advanced_bowmaking
}
}
add_building = workshops_01
}
10 = { # Horse Pastures
trigger = {
NOT = { has_building_or_higher = windmills_01 }
building_horse_pastures_requirement_terrain = yes
}
add_building = windmills_01
}
10 = { # Hillside Grazing
trigger = {
NOT = { has_building_or_higher = hillside_grazing_01 }
building_hillside_grazing_requirement_terrain = yes
}
add_building = hillside_grazing_01
}
10 = { # Warrior Lodges
trigger = {
NOT = { has_building_or_higher = warrior_lodges_01 }
building_warrior_lodges_requirement_terrain = yes
}
add_building = warrior_lodges_01
}
10 = { # Military Camps
trigger = {
NOT = { has_building_or_higher = military_camps_01 }
building_military_camps_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
}
add_building = military_camps_01
}
10 = { # Regimental Grounds
trigger = {
NOT = { has_building_or_higher = regimental_grounds_01 }
building_regimental_grounds_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
}
add_building = regimental_grounds_01
}
10 = { # Outposts
trigger = {
NOT = { has_building_or_higher = outposts_01 }
building_outposts_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
}
add_building = outposts_01
}
10 = { # Barracks
trigger = {
NOT = { has_building_or_higher = barracks_01 }
building_barracks_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
}
add_building = barracks_01
}
10 = { # Camel Farms
trigger = {
NOT = { has_building_or_higher = camel_farms_01 }
building_camel_farms_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
}
add_building = camel_farms_01
}
10 = { # Stables
trigger = {
NOT = { has_building_or_higher = stables_01 }
building_stables_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
}
add_building = stables_01
}
10 = { # Smiths
trigger = {
NOT = { has_building_or_higher = smiths_01 }
building_smiths_requirement_terrain = yes
building_requirement_castle_city_church = { LEVEL = 01 }
}
add_building = smiths_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_military_building_effect.
Buildings (4)
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.