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

local_guild_effect

local_guild_effect = yes

game/common/scripted_effects/00_wanderer_lifestyle_effects.txt, line 882 (179 lines). No parameters.

local_guild_effect is a scripted effect in Crusader Kings III, written at line 882 of its file. It takes no parameters: local_guild_effect = yes. The game's script calls it in 2 places, among them Looking the Other Way (event internal_affairs.30) and The … (event travel_events_bp3.20). Patch 1.20.1.2, from game/common/scripted_effects/00_wanderer_lifestyle_effects.txt.

What it does

  • 1 of 13 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

• 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)
local_guild_effect = {
	random_list = {
		10 = { # Millers Guild (Watermills)
			trigger = {
				has_building_or_higher =  watermills_01
			}
			save_scope_value_as = {
				name = local_guild_scope
				value = 1
			}
		}
		10 = { # Bakers Guild (Windmills)
			trigger = {
				has_building_or_higher =  windmills_01
			}
			save_scope_value_as = {
				name = local_guild_scope
				value = 2
			}
		}
		10 = { # Fishmongers Guild (Port)
			trigger = {
				has_building_or_higher = common_tradeport_01
			}
			save_scope_value_as = {
				name = local_guild_scope
				value = 3
			}
		}
		10 = { # Shoemakers/Tanners/Tailors/Weavers Guild (Cattle Pastures)
			trigger = {
				has_building_or_higher = pastures_01
			}
			random_list = {
				10 = {
					save_scope_value_as = {
						name = local_guild_scope
						value = 4
					}
				}
				10 = {
					save_scope_value_as = {
						name = local_guild_scope
						value = 5
					}
				}
				10 = {
					save_scope_value_as = {
						name = local_guild_scope
						value = 6
					}
				}
				10 = {
					save_scope_value_as = {
						name = local_guild_scope
						value = 7
					}
				}
			}
		}
		10 = { # Butchers/Furriers/Skinners Guild (Hunting Grounds)
			trigger = {
				has_building_or_higher = hunting_grounds_01
			}
			random_list = {
				10 = {
					save_scope_value_as = {
						name = local_guild_scope
						value = 8
					}
				}
				10 = {
					save_scope_value_as = {
						name = local_guild_scope
						value = 9
					}
				}
				10 = {
					save_scope_value_as = {
						name = local_guild_scope
						value = 10
					}
				}
			}
		}
		10 = { # Vintners Guild (Orchards)
			trigger = {
				has_building_or_higher = orchards_01
			}
			save_scope_value_as = {
				name = local_guild_scope
				value = 11
			}
		}
		10 = { # Carpenters Guild (Logging Camps)
			trigger = {
				has_building_or_higher = logging_camps_01
			}
			save_scope_value_as = {
				name = local_guild_scope
				value = 12
			}
		}
		10 = { # Masons/Miners Guild (Quarries)
			trigger = {
				has_building_or_higher = quarries_01
			}
			random_list = {
				10 = {
					save_scope_value_as = {
						name = local_guild_scope
						value = 13
					}
				}
				10 = {
					save_scope_value_as = {
						name = local_guild_scope
						value = 14
					}
				}

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

The first 120 of its 179 lines; the rest is in game/common/scripted_effects/00_wanderer_lifestyle_effects.txt from line 882.

Where it is used

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

Events (2)

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

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