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

set_up_domicile_estate_effect

set_up_domicile_estate_effect = yes

game/common/scripted_effects/00_administrative_effects.txt, line 404 (104 lines). No parameters.

set_up_domicile_estate_effect is a scripted effect in Crusader Kings III, written at line 404 of its file. It takes no parameters: set_up_domicile_estate_effect = yes. The game's script calls it in 4 places, among them on_vassal_change (on action), change_to_administrative_effect (scripted effect) and give_new_noble_family_title_effect (scripted effect). Patch 1.20.1.2, from game/common/scripted_effects/00_administrative_effects.txt.

What it does

  • If

    • is_domicile_type = estate

    Then

    • If

      • NOT = { has_domicile_building_or_higher = estate_main_02 }
      • owner.culture ?= { has_innovation = innovation_city_planning }

      Then

      • add_domicile_building = estate_main_02
    • If

      • has_domicile_building = estate_main_02
      • NOT = { has_domicile_building_or_higher = estate_main_03 }
      • owner.culture ?= { has_innovation = innovation_manorialism }

      Then

      • add_domicile_building = estate_main_03
    • fill_external_estate_building_effect = yes

    Else if

    • is_domicile_type = japanese_manor

    Then

    • If

      • NOT = { has_domicile_building_or_higher = japanese_manor_main_02 }
      • owner.culture ?= { has_innovation = innovation_city_planning }

      Then

      • add_domicile_building = japanese_manor_main_02
    • If

      • has_domicile_building = japanese_manor_main_02
      • NOT = { has_domicile_building_or_higher = japanese_manor_main_03 }
      • owner.culture ?= { has_innovation = innovation_manorialism }

      Then

      • add_domicile_building = japanese_manor_main_03
    • fill_external_japanese_manor_building_effect = yes

    Else if

    • is_domicile_type = east_asian_estate

    Then

    • If

      • NOT = { has_domicile_building_or_higher = east_asian_estate_main_02 }
      • owner.culture ?= { has_innovation = innovation_city_planning }

      Then

      • add_domicile_building = east_asian_estate_main_02
    • If

      • has_domicile_building = east_asian_estate_main_02
      • NOT = { has_domicile_building_or_higher = east_asian_estate_main_03 }
      • owner.culture ?= { has_innovation = innovation_manorialism }

      Then

      • add_domicile_building = east_asian_estate_main_03
    • fill_external_east_asian_estate_building_effect = yes

• 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 (104 lines of game script)
set_up_domicile_estate_effect = {
	if = {
		limit = { is_domicile_type = estate }
		# Intentionally one level lower than what you can get
		if = {
			limit = {
				NOT = { has_domicile_building_or_higher = estate_main_02 }
				owner.culture ?= { has_innovation = innovation_city_planning }
			}
			add_domicile_building = estate_main_02
		}
		if = {
			limit = {
				has_domicile_building = estate_main_02
				NOT = { has_domicile_building_or_higher = estate_main_03 }
				owner.culture ?= { has_innovation = innovation_manorialism }
			}
			add_domicile_building = estate_main_03
		}
		hidden_effect = {
			switch = {
				trigger = has_domicile_building
				estate_main_03 = {
					while = {
						count = 2
						add_random_internal_estate_building = yes
					}
				}
				estate_main_02 = {
					add_random_internal_estate_building = yes
				}
			}
		}
		fill_external_estate_building_effect = yes
	}
	else_if = {
		limit = { is_domicile_type = japanese_manor }
		# Intentionally one level lower than what you can get
		if = {
			limit = {
				NOT = { has_domicile_building_or_higher = japanese_manor_main_02 }
				owner.culture ?= { has_innovation = innovation_city_planning }
			}
			add_domicile_building = japanese_manor_main_02
		}
		if = {
			limit = {
				has_domicile_building = japanese_manor_main_02
				NOT = { has_domicile_building_or_higher = japanese_manor_main_03 }
				owner.culture ?= { has_innovation = innovation_manorialism }
			}
			add_domicile_building = japanese_manor_main_03
		}
		hidden_effect = {
			switch = {
				trigger = has_domicile_building
				japanese_manor_main_03 = {
					while = {
						count = 2
						add_random_internal_japanese_manor_building = yes
					}
				}
				japanese_manor_main_02 = {
					add_random_internal_japanese_manor_building = yes
				}
			}
		}
		fill_external_japanese_manor_building_effect = yes
	}
	else_if = {
		limit = { is_domicile_type = east_asian_estate }
		# Intentionally one level lower than what you can get
		if = {
			limit = {
				NOT = { has_domicile_building_or_higher = east_asian_estate_main_02 }
				owner.culture ?= { has_innovation = innovation_city_planning }
			}
			add_domicile_building = east_asian_estate_main_02
		}
		if = {
			limit = {
				has_domicile_building = east_asian_estate_main_02
				NOT = { has_domicile_building_or_higher = east_asian_estate_main_03 }
				owner.culture ?= { has_innovation = innovation_manorialism }
			}
			add_domicile_building = east_asian_estate_main_03
		}
		hidden_effect = {
			switch = {
				trigger = has_domicile_building
				east_asian_estate_main_03 = {
					while = {
						count = 2
						add_random_internal_east_asian_estate_building = yes
					}
				}
				east_asian_estate_main_02 = {
					add_random_internal_east_asian_estate_building = yes
				}
			}
		}
		fill_external_east_asian_estate_building_effect = yes
	}
}

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

Where it is used

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

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

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