CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · The Royal Court files

add_scaled_artifact_modifier_terrain_advantage_effect

add_scaled_artifact_modifier_terrain_advantage_effect = yes

game/common/scripted_effects/00_ep1_artifact_creation_effects.txt, line 8822 (436 lines). No parameters.

add_scaled_artifact_modifier_terrain_advantage_effect is a scripted effect in Crusader Kings III, in the The Royal Court files, written at line 8822 of its file. It takes no parameters: add_scaled_artifact_modifier_terrain_advantage_effect = yes. The game's script calls it in 2 places, among them minister_project_train_troops (great project) and 1061_buff_item_modifiers_effect (local effect). Patch 1.20.1.2, from game/common/scripted_effects/00_ep1_artifact_creation_effects.txt.

What it does

  • If

    • artifact_owner.location ?= { terrain = plains }

    Then

    • If

      • rarity = common

      Then

      • 1 of 2 things will happen:
        • 80%:
          • add_artifact_modifier = artifact_plains_advantage_1_modifier
        • 20%:
          • add_artifact_modifier = artifact_plains_advantage_2_modifier

      Else if

      • rarity = masterwork

      Then

      • 1 of 2 things will happen:
        • 80%:
          • add_artifact_modifier = artifact_plains_advantage_2_modifier
        • 20%:
          • add_artifact_modifier = artifact_plains_advantage_3_modifier

      Else if

      • rarity = famed

      Then

      • 1 of 2 things will happen:
        • 80%:
          • add_artifact_modifier = artifact_plains_advantage_3_modifier
        • 20%:
          • add_artifact_modifier = artifact_plains_advantage_4_modifier

      Else if

      • rarity = illustrious

      Then

      • add_artifact_modifier = artifact_plains_advantage_4_modifier
  • If

    • artifact_owner.location ?= { terrain = farmlands }

    Then

    • If

      • rarity = common

      Then

      • 1 of 2 things will happen:
        • 80%:
          • add_artifact_modifier = artifact_farmlands_advantage_1_modifier
        • 20%:
          • add_artifact_modifier = artifact_farmlands_advantage_2_modifier

      Else if

      • rarity = masterwork

      Then

      • 1 of 2 things will happen:
        • 80%:
          • add_artifact_modifier = artifact_farmlands_advantage_2_modifier
        • 20%:
          • add_artifact_modifier = artifact_farmlands_advantage_3_modifier

      Else if

      • rarity = famed

      Then

      • 1 of 2 things will happen:
        • 80%:
          • add_artifact_modifier = artifact_farmlands_advantage_3_modifier
        • 20%:
          • add_artifact_modifier = artifact_farmlands_advantage_4_modifier

      Else if

      • rarity = illustrious

      Then

      • add_artifact_modifier = artifact_farmlands_advantage_4_modifier
  • If

    • artifact_owner.location ?= { terrain = hills }

    Then

    • If

      • rarity = common

      Then

      • 1 of 2 things will happen:
        • 80%:
          • add_artifact_modifier = artifact_hills_advantage_1_modifier
        • 20%:
          • add_artifact_modifier = artifact_hills_advantage_2_modifier

      Else if

      • rarity = masterwork

      Then

      • 1 of 2 things will happen:
        • 80%:
          • add_artifact_modifier = artifact_hills_advantage_2_modifier
        • 20%:
          • add_artifact_modifier = artifact_hills_advantage_3_modifier

      Else if

      • rarity = famed

      Then

      • 1 of 2 things will happen:
        • 80%:
          • add_artifact_modifier = artifact_hills_advantage_3_modifier
        • 20%:
          • add_artifact_modifier = artifact_hills_advantage_4_modifier

      Else if

      • rarity = illustrious

      Then

      • add_artifact_modifier = artifact_hills_advantage_4_modifier
  • If

    • artifact_owner.location ?= { terrain = mountains }

    Then

    • If all of these hold:
      • Conditions:
        • rarity = common
      • Then › 1 of 2 things will happen:
        • 80%:
          • add_artifact_modifier = artifact_mountains_advantage_1_modifier
        • 20%:
          • add_artifact_modifier = artifact_mountains_advantage_2_modifier
    • Else, if all of these hold:
      • Conditions:
        • rarity = masterwork
      • Then › 1 of 2 things will happen:
        • 80%:
          • add_artifact_modifier = artifact_mountains_advantage_2_modifier
        • 20%:
          • add_artifact_modifier = artifact_mountains_advantage_3_modifier
    • Else, if all of these hold:
      • Conditions:
        • rarity = famed
      • Then › 1 of 2 things will happen:
        • 80%:
          • add_artifact_modifier = artifact_mountains_advantage_3_modifier
        • 20%:
          • add_artifact_modifier = artifact_mountains_advantage_4_modifier
    • Else, if all of these hold: … (more in the script below)
  • … (more in the script below)

• 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 (120 lines of game script)
add_scaled_artifact_modifier_terrain_advantage_effect = {
	#Plains
	if = {
		limit = {
			artifact_owner.location ?= { terrain = plains }
		}
		if = {
			limit = { rarity = common }
			random_list = {
				20 = { add_artifact_modifier = artifact_plains_advantage_1_modifier }
				5 = { add_artifact_modifier = artifact_plains_advantage_2_modifier }
			}
		}
		else_if = {
			limit = { rarity = masterwork }
			random_list = {
				20 = { add_artifact_modifier = artifact_plains_advantage_2_modifier }
				5 = { add_artifact_modifier = artifact_plains_advantage_3_modifier }
			}
		}
		else_if = {
			limit = { rarity = famed }
			random_list = {
				20 = { add_artifact_modifier = artifact_plains_advantage_3_modifier }
				5 = { add_artifact_modifier = artifact_plains_advantage_4_modifier }
			}
		}
		else_if = {
			limit = { rarity = illustrious }
			add_artifact_modifier = artifact_plains_advantage_4_modifier
		}
	}
	#Farmlands
	if = {
		limit = {
			artifact_owner.location ?= { terrain = farmlands }
		}
		if = {
			limit = { rarity = common }
			random_list = {
				20 = { add_artifact_modifier = artifact_farmlands_advantage_1_modifier }
				5 = { add_artifact_modifier = artifact_farmlands_advantage_2_modifier }
			}
		}
		else_if = {
			limit = { rarity = masterwork }
			random_list = {
				20 = { add_artifact_modifier = artifact_farmlands_advantage_2_modifier }
				5 = { add_artifact_modifier = artifact_farmlands_advantage_3_modifier }
			}
		}
		else_if = {
			limit = { rarity = famed }
			random_list = {
				20 = { add_artifact_modifier = artifact_farmlands_advantage_3_modifier }
				5 = { add_artifact_modifier = artifact_farmlands_advantage_4_modifier }
			}
		}
		else_if = {
			limit = { rarity = illustrious }
			add_artifact_modifier = artifact_farmlands_advantage_4_modifier
		}
	}
	#Hills
	if = {
		limit = {
			artifact_owner.location ?= { terrain = hills }
		}
		if = {
			limit = { rarity = common }
			random_list = {
				20 = { add_artifact_modifier = artifact_hills_advantage_1_modifier }
				5 = { add_artifact_modifier = artifact_hills_advantage_2_modifier }
			}
		}
		else_if = {
			limit = { rarity = masterwork }
			random_list = {
				20 = { add_artifact_modifier = artifact_hills_advantage_2_modifier }
				5 = { add_artifact_modifier = artifact_hills_advantage_3_modifier }
			}
		}
		else_if = {
			limit = { rarity = famed }
			random_list = {
				20 = { add_artifact_modifier = artifact_hills_advantage_3_modifier }
				5 = { add_artifact_modifier = artifact_hills_advantage_4_modifier }
			}
		}
		else_if = {
			limit = { rarity = illustrious }
			add_artifact_modifier = artifact_hills_advantage_4_modifier
		}
	}
	#Mountains
	if = {
		limit = {
			artifact_owner.location ?= { terrain = mountains }
		}
		if = {
			limit = { rarity = common }
			random_list = {
				20 = { add_artifact_modifier = artifact_mountains_advantage_1_modifier }
				5 = { add_artifact_modifier = artifact_mountains_advantage_2_modifier }
			}
		}
		else_if = {
			limit = { rarity = masterwork }
			random_list = {
				20 = { add_artifact_modifier = artifact_mountains_advantage_2_modifier }
				5 = { add_artifact_modifier = artifact_mountains_advantage_3_modifier }
			}
		}
		else_if = {
			limit = { rarity = famed }
			random_list = {
				20 = { add_artifact_modifier = artifact_mountains_advantage_3_modifier }
				5 = { add_artifact_modifier = artifact_mountains_advantage_4_modifier }
			}
		}

As written in game/common/scripted_effects/00_ep1_artifact_creation_effects.txt.

The first 120 of its 436 lines; the rest is in game/common/scripted_effects/00_ep1_artifact_creation_effects.txt from line 8822.

Where it is used

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

Great projects (1)

  • minister_project_train_troops

Scripted effects inside an event file (1)

  • 1061_buff_item_modifiers_effect

Source: game/common/scripted_effects/00_ep1_artifact_creation_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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