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

stewardship_domain_special_1301_increase_road_progress_effect

stewardship_domain_special_1301_increase_road_progress_effect = yes

game/common/scripted_effects/00_stewardship_lifestyle_effects.txt, line 146 (14 lines). No parameters.

stewardship_domain_special_1301_increase_road_progress_effect is a scripted effect in Crusader Kings III, written at line 146 of its file. It takes no parameters: stewardship_domain_special_1301_increase_road_progress_effect = yes. The game's script calls it in 11 places, among them The Road: … Expertise (event stewardship_domain_special.1320), The Road: A Distant Fief (event stewardship_domain_special.1311) and The Road: A Tavern (event stewardship_domain_special.1317). Patch 1.20.1.2, from game/common/scripted_effects/00_stewardship_lifestyle_effects.txt.

The comment above it in the file

Scripted effects for the road building event chain:

What it does

Every line of it is script with no tooltip text: the script is below.

The script as written (14 lines of game script)
stewardship_domain_special_1301_increase_road_progress_effect = {
	set_variable = {
		name = governance_road_progress
		value = scope:road_progress
	}
	change_variable = {
		name = governance_road_progress
		add  = 1
	}
	save_scope_value_as = {
		name = road_progress
		value = var:governance_road_progress
	}
}

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

Where it is used

Every place in common/, events/ and history/ that calls stewardship_domain_special_1301_increase_road_progress_effect.

Events (10)

4 more

Source: game/common/scripted_effects/00_stewardship_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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