CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted effect · Wandering Nobles files

inspection_fighting_guilds_effect

inspection_fighting_guilds_effect = { VALUE = … }

game/common/scripted_effects/08_bp3_effects.txt, line 65 (325 lines). Parameters: $VALUE$.

inspection_fighting_guilds_effect is a scripted effect in Crusader Kings III, in the Wandering Nobles files, written at line 65 of its file. A call passes 1 parameter: VALUE. The game's script calls it in 1 place, among them Fighting Among the Guilds (event bp3_survey.1030). Patch 1.20.1.2, from game/common/scripted_effects/08_bp3_effects.txt.

What it does

  • scope:city_province › 1 of 15 things will happen:
    • 8%: Nothing else happens
    • 8%: Nothing else happens
    • 8%: Nothing else happens
    • 8% › 1 of 4 things will happen:
      • 25%: Nothing else happens
      • 25%: Nothing else happens
      • 25%: Nothing else happens
      • 25%: Nothing else happens
    • 8% › 1 of 3 things will happen:
      • 33%: Nothing else happens
      • 33%: Nothing else happens
      • 33%: Nothing else happens
    • 8%: Nothing else happens
    • 8%: Nothing else happens
    • 8% › 1 of 2 things will happen:
      • 50%: Nothing else happens
      • 50%: Nothing else happens
    • 8%: Nothing else happens
    • 8%: Nothing else happens
    • 8%: Nothing else happens
    • 8% › 1 of 2 things will happen:
      • 50%: Nothing else happens
      • 50%: Nothing else happens
    • 8%: Nothing else happens
    • 1%: Nothing else happens
    • 1%: Nothing else happens

• 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)
inspection_fighting_guilds_effect = {
	scope:city_province = {
		random_list = {
			10 = { # Millers Guild (Watermills)
				trigger = {
					trigger_if = {
						limit = {
							has_variable = fighting_guilds_option_1
						}
						NOT = { var:fighting_guilds_option_1 = 1 }
					}
					building_watermills_requirement_terrain = yes
					culture = {
						has_innovation = innovation_windmills
					}
					NOT = { has_building_or_higher =  watermills_01 }
				}
				set_variable = {
					name = fighting_guilds_option_$VALUE$
					value = 1
				}
			}
			10 = { # Bakers Guild (Windmills)
				trigger = {
					trigger_if = {
						limit = {
							has_variable = fighting_guilds_option_1
						}
						NOT = { var:fighting_guilds_option_1 = 2 }
					}
					building_windmills_requirement_terrain = yes
					culture = {
						has_innovation = innovation_windmills
					}
					NOT = { has_building_or_higher =  windmills_01 }
				}
				set_variable = {
					name = fighting_guilds_option_$VALUE$
					value = 2
				}
			}
			10 = { # Fishmongers Guild (Port)
				trigger = {
					trigger_if = {
						limit = {
							has_variable = fighting_guilds_option_1
						}
						NOT = { var:fighting_guilds_option_1 = 3 }
					}
					building_common_tradeport_requirement_terrain = yes
					NOT = { has_building_or_higher =  common_tradeport_01 }
				}
				set_variable = {
					name = fighting_guilds_option_$VALUE$
					value = 3
				}
			}
			10 = { # Shoemakers/Tanners/Tailors/Weavers Guild (Cattle Pastures)
				trigger = {
					trigger_if = {
						limit = {
							has_variable = fighting_guilds_option_1
						}
						NOR = { 
							var:fighting_guilds_option_1 = 4
							var:fighting_guilds_option_1 = 5
							var:fighting_guilds_option_1 = 6
							var:fighting_guilds_option_1 = 7
						}
					}
					building_pastures_requirement_terrain = yes
					NOT = { has_building_or_higher = pastures_01 }
				}
				random_list = {
					10 = {
						set_variable = {
							name = fighting_guilds_option_$VALUE$
							value = 4
						}
					}
					10 = {
						set_variable = {
							name = fighting_guilds_option_$VALUE$
							value = 5
						}
					}
					10 = {
						set_variable = {
							name = fighting_guilds_option_$VALUE$
							value = 6
						}
					}
					10 = {
						set_variable = {
							name = fighting_guilds_option_$VALUE$
							value = 7
						}
					}
				}
			}
			10 = { # Butchers/Furriers/Skinners Guild (Hunting Grounds)
				trigger = {
					trigger_if = {
						limit = {
							has_variable = fighting_guilds_option_1
						}
						NOR = { 
							var:fighting_guilds_option_1 = 8
							var:fighting_guilds_option_1 = 9
							var:fighting_guilds_option_1 = 10
						}
					}
					building_hunting_grounds_requirement_terrain = yes
					NOT = { has_building_or_higher = hunting_grounds_01 }
				}
				random_list = {
					10 = {
						set_variable = {
							name = fighting_guilds_option_$VALUE$
							value = 8

As written in game/common/scripted_effects/08_bp3_effects.txt.

The first 120 of its 325 lines; the rest is in game/common/scripted_effects/08_bp3_effects.txt from line 65.

Where it is used

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

Events (1)

Source: game/common/scripted_effects/08_bp3_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

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