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

local_guild_reward_effect

local_guild_reward_effect = yes

game/common/scripted_effects/00_wanderer_lifestyle_effects.txt, line 1062 (25 lines). No parameters.

local_guild_reward_effect is a scripted effect in Crusader Kings III, written at line 1062 of its file. It takes no parameters: local_guild_reward_effect = yes. The game's script calls it in 1 place, among them The … (event travel_events_bp3.20). Patch 1.20.1.2, from game/common/scripted_effects/00_wanderer_lifestyle_effects.txt.

What it does

  • Depending on local guild scope:
    • When local guild scope is 1:
      • add_building = watermills_01
    • When local guild scope is 2:
      • add_building = windmills_01
    • When local guild scope is 3:
      • add_building = common_tradeport_01
    • When local guild scope is 4:
      • add_building = pastures_01
    • When local guild scope is 5:
      • add_building = pastures_01
    • When local guild scope is 6:
      • add_building = pastures_01
    • When local guild scope is 7:
      • add_building = pastures_01
    • When local guild scope is 8:
      • add_building = hunting_grounds_01
    • When local guild scope is 9:
      • add_building = hunting_grounds_01
    • When local guild scope is 10:
      • add_building = hunting_grounds_01
    • When local guild scope is 11:
      • add_building = orchards_01
    • When local guild scope is 12:
      • add_building = logging_camps_01
    • When local guild scope is 13:
      • add_building = quarries_01
    • When local guild scope is 14:
      • add_building = quarries_01
    • When local guild scope is 15:
      • add_building = smiths_01
    • When local guild scope is 16:
      • add_building = stables_01
    • When local guild scope is 17:
      • add_building = guild_halls_01
    • When local guild scope is 18:
      • add_building = hospices_01
    • When local guild scope is 19:
      • add_building = hospices_01
    • When local guild scope is 20:
      • add_building = workshops_01

• 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 (25 lines of game script)
local_guild_reward_effect = {
	switch = {
		trigger = scope:local_guild_scope
		1 = { add_building = watermills_01 }
		2 = { add_building = windmills_01 }
		3 = { add_building = common_tradeport_01 }
		4 = { add_building = pastures_01 }
		5 = { add_building = pastures_01 }
		6 = { add_building = pastures_01 }
		7 = { add_building = pastures_01 }
		8 = { add_building = hunting_grounds_01 }
		9 = { add_building = hunting_grounds_01 }
		10 = { add_building = hunting_grounds_01 }
		11 = { add_building = orchards_01 }
		12 = { add_building = logging_camps_01 }
		13 = { add_building = quarries_01 }
		14 = { add_building = quarries_01 }
		15 = { add_building = smiths_01 }
		16 = { add_building = stables_01 }
		17 = { add_building = guild_halls_01 }
		18 = { add_building = hospices_01 }
		19 = { add_building = hospices_01 }
		20 = { add_building = workshops_01 }
	}
}

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

Where it is used

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

Events (1)

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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