CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · Khans of the Steppe files

add_random_yurt_external_building_effect

add_random_yurt_external_building_effect = yes

game/common/scripted_effects/09_dlc_mpo_scripted_effects.txt, line 5184 (40 lines). No parameters.

add_random_yurt_external_building_effect is a scripted effect in Crusader Kings III, in the Khans of the Steppe files, written at line 5184 of its file. It takes no parameters: add_random_yurt_external_building_effect = yes. The game's script calls it in 4 places, among them Chaotic Succession: Tributary Usurpation (event mpo_chaotic_kurultai_succession.0002), on_game_start_after_lobby (on action) and on_title_gain (on action). Patch 1.20.1.2, from game/common/scripted_effects/09_dlc_mpo_scripted_effects.txt.

The comment above it in the file

Called from game start on action
inside domicile scope

What it does

  • 1 of 6 things will happen:
    • 67%:
      • add_domicile_building = herd_welfare_yurt_01
    • 7%:
      • add_domicile_building = character_warfare_yurt_01
    • 7%:
      • add_domicile_building = mass_warfare_yurt_01
    • 7%:
      • add_domicile_building = court_yurt_01
    • 7%:
      • add_domicile_building = family_yurt_01
    • 7%:
      • add_domicile_building = mystical_yurt_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 (40 lines of game script)
add_random_yurt_external_building_effect = {
	random_list = {
		10 = {
			trigger = {
				NOT = { has_domicile_building_or_higher = herd_welfare_yurt_01 }
			}
			add_domicile_building = herd_welfare_yurt_01
		}
		1 = {
			trigger = {
				NOT = { has_domicile_building_or_higher = character_warfare_yurt_01 }
			}
			add_domicile_building = character_warfare_yurt_01
		}
		1 = {
			trigger = {
				NOT = { has_domicile_building_or_higher = mass_warfare_yurt_01 }
			}
			add_domicile_building = mass_warfare_yurt_01
		}
		1 = {
			trigger = {
				NOT = { has_domicile_building_or_higher = court_yurt_01 }
			}
			add_domicile_building = court_yurt_01
		}
		1 = {
			trigger = {
				NOT = { has_domicile_building_or_higher = family_yurt_01 }
			}
			add_domicile_building = family_yurt_01
		}
		1 = {
			trigger = {
				NOT = { has_domicile_building_or_higher = mystical_yurt_01 }
			}
			add_domicile_building = mystical_yurt_01
		}
	}
}

As written in game/common/scripted_effects/09_dlc_mpo_scripted_effects.txt.

Where it is used

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

Events (1)

On actions (the game's own hooks) (3)

  • on_game_start_after_lobby
  • on_title_gain
  • three_year_playable_pulse

Source: game/common/scripted_effects/09_dlc_mpo_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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