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

select_local_farm_animal_effect

select_local_farm_animal_effect = yes

game/common/scripted_effects/00_regional_scripted_effects.txt, line 464 (65 lines). No parameters.

select_local_farm_animal_effect is a scripted effect in Crusader Kings III, written at line 464 of its file. It takes no parameters: select_local_farm_animal_effect = yes. The game's script calls it in 5 places, among them Appeal to the Masses (event coronation_events.6122), Do Something! (event epidemic_events.5000) and Hike: On the Road Again (event travel_start_event.1090). Patch 1.20.1.2, from game/common/scripted_effects/00_regional_scripted_effects.txt.

What it does

  • 1 of 6 things will happen:
    • 17%: Nothing else happens
    • 17%: Nothing else happens
    • 17% (base chance; changed in play): Nothing else happens
    • 17%: Nothing else happens
    • 17% (base chance; changed in play): Nothing else happens
    • 17% (base chance; changed in play): 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 (65 lines of game script)
select_local_farm_animal_effect = {
	random_list = {
		50 = {
			set_variable = {
				name = local_farm_animal
				value = flag:goat
			}
		}
		50 = {
			set_variable = {
				name = local_farm_animal
				value = flag:chicken
			}
		}
		50 = {
			modifier = {
				factor = 0
				faith = { religion_tag = hinduism_religion }
			}
			set_variable = {
				name = local_farm_animal
				value = flag:cow
			}
		}
		50 = {
			set_variable = {
				name = local_farm_animal
				value = flag:sheep
			}
		}
		50 = {
			modifier = {
				factor = 0
				faith = {
					OR = {
						religion_tag = islam_religion
						religion_tag = judaism_religion
					}
				}
			}
			set_variable = {
				name = local_farm_animal
				value = flag:pig
			}
		}
		50 = {
			modifier = {
				factor = 0
				location = {
					NOR = {
						geographical_region = world_tibet
						geographical_region = world_asia_china
						geographical_region = world_asia_korea
						geographical_region = world_asia_southeast
						geographical_region = ghw_region_mongolia
					}
				}
			}
			set_variable = {
				name = local_farm_animal
				value = flag:yak
			}
		}
	}
}

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

Where it is used

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

Events (5)

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

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