CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
Silk & Silverout Tue, Nov 17What's free, what needs the DLC, price →

Scripted effect

destroy_random_estate_building_effect

destroy_random_estate_building_effect = yes

game/common/scripted_effects/00_building_effects.txt, line 1988 (176 lines). No parameters.

destroy_random_estate_building_effect is a scripted effect in Crusader Kings III, written at line 1988 of its file. It takes no parameters: destroy_random_estate_building_effect = yes. The game's script calls it in 3 places, among them ep3_governor_8020_fail_effect (local effect), raid_estate_success_public_effect (local effect) and on_title_lost (on action). 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 (120 lines of game script)
destroy_random_estate_building_effect = {
	if = {
		limit = { has_variable = destroyed_building_variable }
		switch = {
			trigger = var:destroyed_building_variable
			0 = { # barracks : Cheap
				destroy_or_downgrade_estate_building_6_effect = { BUILDING = barracks }
			}
			1 = { # watchtower : Cheap
				destroy_or_downgrade_estate_building_6_effect = { BUILDING = watchtower }
			}
			2 = { # guardhouse : Cheap
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = guardhouse }
			}
			3 = { # garden : Cheap
				if = {
					limit = { has_domicile_building_or_higher = garden_leisure_04 }
					destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = garden_leisure }
				}
				else_if = {
					limit = { has_domicile_building_or_higher = garden_fruit_04 }
					destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = garden_fruit }
				}
				else = {
					destroy_or_downgrade_estate_building_3_effect = { BUILDING = garden }
				}
			}
			4 = { # stable : Cheap
				if = {
					limit = { has_domicile_building_or_higher = stable_grand_04 }
					destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = stable_grand }
				}
				else_if = {
					limit = { has_domicile_building_or_higher = stable_kennel_04 }
					destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = stable_kennel }
				}
				else_if = {
					limit = { has_domicile_building_or_higher = stable_chariot_04 }
					destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = stable_chariot }
				}
				else = {
					destroy_or_downgrade_estate_building_3_effect = { BUILDING = stable }
				}
			}
			5 = { # workshop : Cheap
				if = {
					limit = { has_domicile_building_or_higher = workshop_carpenter_03 }
					destroy_or_downgrade_estate_building_2_6_replacement_effect = { BUILDING = workshop_carpenter }
				}
				else_if = {
					limit = { has_domicile_building_or_higher = workshop_mason_03 }
					destroy_or_downgrade_estate_building_2_6_replacement_effect = { BUILDING = workshop_mason }
				}
				else_if = {
					limit = { has_domicile_building_or_higher = workshop_textile_03 }
					destroy_or_downgrade_estate_building_2_6_replacement_effect = { BUILDING = workshop_textile }
				}
				else = {
					destroy_or_downgrade_estate_building_2_effect = { BUILDING = workshop }
				}
			}
			6 = { # storage : Cheap
				if = {
					limit = { has_domicile_building_or_higher = storage_warehouse_03 }
					destroy_or_downgrade_estate_building_2_4_replacement_effect = { BUILDING = storage_warehouse }
				}
				else_if = {
					limit = { has_domicile_building_or_higher = storage_granary_03 }
					destroy_or_downgrade_estate_building_2_4_replacement_effect = { BUILDING = storage_granary }
				}
				else = {
					destroy_or_downgrade_estate_building_2_effect = { BUILDING = storage }
				}
			}
			7 = { # market : Cheap
				destroy_or_downgrade_estate_building_6_effect = { BUILDING = market }
			}
			8 = { # grazing_land : Cheap
				if = {
					limit = { has_domicile_building_or_higher = horse_pasture_04 }
					destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = horse_pasture }
				}
				else_if = {
					limit = { has_domicile_building_or_higher = camel_pasture_04 }
					destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = camel_pasture }
				}
				else_if = {
					limit = { has_domicile_building_or_higher = elephant_pasture_04 }
					destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = elephant_pasture }
				}
				else = {
					destroy_or_downgrade_estate_building_6_effect = { BUILDING = grazing_land }
				}
			}
			9 = { # grain_field : Cheap
				destroy_or_downgrade_estate_building_6_effect = { BUILDING = grain_field }
			}
			10 = { # living_quarters : Cheap
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = living_quarters }
			}
			11 = { # vineyard : Cheap
				destroy_or_downgrade_estate_building_6_effect = { BUILDING = vineyard }
			}
			12 = { # olive : Cheap
				destroy_or_downgrade_estate_building_6_effect = { BUILDING = olive }
			}
			13 = { # temple : Cheap
				if = {
					limit = { has_domicile_building_or_higher = temple_crypt_04 }
					destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = temple_crypt }
				}
				else_if = {
					limit = { has_domicile_building_or_higher = temple_large_04 }
					destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = temple_large }
				}
				else_if = {
					limit = { has_domicile_building_or_higher = temple_monastery_04 }
					destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = temple_monastery }
				}
				else = {

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

The first 120 of its 176 lines; the rest is in game/common/scripted_effects/00_building_effects.txt from line 1988.

Where it is used

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

Scripted effects inside an event file (2)

  • ep3_governor_8020_fail_effect
  • raid_estate_success_public_effect

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

  • on_title_lost

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.

Spotted a mistake on this page?