CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · Legends of the Dead files

give_legendary_building_location_standard_effect

give_legendary_building_location_standard_effect = yes

game/common/scripted_effects/06_dlc_ce1_legend_effects.txt, line 2233 (149 lines). No parameters.

give_legendary_building_location_standard_effect is a scripted effect in Crusader Kings III, in the Legends of the Dead files, written at line 2233 of its file. It takes no parameters: give_legendary_building_location_standard_effect = yes. The game's script calls it in 3 places, among them give_legendary_building_location_heroic_effect (scripted effect), give_legendary_building_location_holy_effect (scripted effect) and give_legendary_building_location_legitimizing_effect (scripted effect). Its body carries 2 texts of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/06_dlc_ce1_legend_effects.txt.

What it does

  • Else, if all of these hold:
    • Conditions › Any held title:
    • Then › One random held title:
      • Where › Their province: Does not have a Special Building slot
      • title_tier = county
  • Else, if all of these hold:
    • Conditions › Any held title:
    • Then › One random held title:
      • Where › Their province: Does not have a Special Building slot
      • title_tier = barony
  • Else, if all of these hold:
    • Conditions › Any held title:
    • Then › One random held title:
      • Where › Any county province: Does not have a Special Building slot
      • title_tier = county
  • If

    • One of these

      • exists = scope:beast
      • or

        Hunter (hunter) experience at least 50
      • or

        Hunter (falconer) experience at least 50
      • or

        Their culture: The Culture has the Rulers of this Culture can always construct a Legendary Hunting Lodge after completing a Legend Tradition

    Then

    • Gain access to the Legendary Hunting Lodge option in the Clear Ground for a Legendary Building Decision
  • If

    • Their dynasty:
      • ce1_heroic_track_perks >= 5

    Then

    • Gain access to the Legendary Watchtower option in the Clear Ground for a Legendary Building Decision

• 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)
give_legendary_building_location_standard_effect = {
	if = { # Prioritize the location of the legend if possible
		limit = {
			root = {
				locale_valid_for_legendary_buildings = yes
			}
		}
		scope:location = { save_scope_as = legendary_locale }
	}
	else_if = { # Otherwise, get the capital
		limit = {
			capital_province = { has_special_building_slot = no }
		}
		capital_province = { save_scope_as = legendary_locale }
	}
	else_if = { # Otherwise, prioritize a title you hold directly
		limit = {
			any_held_title = {
				title_tier = county
				title_province = { has_special_building_slot = no }
			}
		}
		random_held_title = {
			title_tier = county
			limit = {
				title_province = { has_special_building_slot = no }
			}
			title_province = { save_scope_as = legendary_locale }
		}
	}
	else_if = { #Otherwise, prioritize a barony that you hold directly
		limit = {
			any_held_title = {
				title_tier = barony
				title_province = {
					has_special_building_slot = no
				}
			}
		}
		random_held_title = {
			title_tier = barony
			limit = {
				title_province = {
					has_special_building_slot = no
				}
			}
			title_province = {
				save_scope_as = legendary_locale
			}
		}

	}
	else_if = { # Otherwise, prioritize a barony within a title you hold
		limit = {
			any_held_title = {
				title_tier = county
				any_county_province = { has_special_building_slot = no }
			}
		}
		random_held_title = {
			title_tier = county
			limit = {
				any_county_province = { has_special_building_slot = no }
			}
			random_county_province = {
				limit = {
					has_special_building_slot = no
				}
				save_scope_as = legendary_locale
			}
		}
	}
	else_if = { # Find a feudal barony...
		limit = {
			any_sub_realm_barony = {
				title_province = {
					has_special_building_slot = no
					has_holding_type = castle_holding
				}
			}
		}
		random_sub_realm_barony = {
			limit = {
				title_province = {
					has_special_building_slot = no
					has_holding_type = castle_holding
				}
			}
			title_province = { save_scope_as = legendary_locale }
		}
	}
	else_if = { # Find a province with a holding
		limit = {
			any_sub_realm_barony = {
				title_province = {
					has_special_building_slot = no
					has_holding = yes
				}
			}
		}
		random_sub_realm_barony = {
			limit = {
				title_province = {
					has_special_building_slot = no
					has_holding = yes
				}
			}
			title_province = { save_scope_as = legendary_locale }
		}
	}
	else = { # Final fallback, just any barony in your realm
		random_sub_realm_barony = {
			title_province = { save_scope_as = legendary_locale }
		}
	}
	if = {
		limit = {
			OR = {
				exists = scope:beast
				has_trait_xp = {

As written in game/common/scripted_effects/06_dlc_ce1_legend_effects.txt.

The first 120 of its 149 lines; the rest is in game/common/scripted_effects/06_dlc_ce1_legend_effects.txt from line 2233.

Where it is used

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

Source: game/common/scripted_effects/06_dlc_ce1_legend_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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