Scripted trigger
ai_has_economical_boom_personality
ai_has_economical_boom_personality = yesgame/common/scripted_triggers/00_ai_value_triggers.txt, line 198 (35 lines). No parameters.
ai_has_economical_boom_personality is a scripted trigger in Crusader Kings III, written at line 198 of its file. It takes no parameters: ai_has_economical_boom_personality = yes (or no). The game's script calls it in 38 places, among them Encourage House to Improve the Economy (decision), Send Bailiffs (decision) and Aid Tribal Development (interaction). Patch 1.20.1.2, from game/common/scripted_triggers/00_ai_value_triggers.txt.
What it checks
One of these
vassal_contract_has_flag = admin_ai_is_builderor
Their house: The House their has the Encouraged Economy modifieror
All of these
or
All of these
One of these
- Is a Tributary
or
Is not an Independent Ruler
overlord ?= { has_realm_law_flag = subjects_appear_more_economical }
or
Their house:has_house_aspiration_parameter = aspect_of_creation
None of these
- Has “conqueror” (a variable the game's script sets)
- Their house:
One of these
has_house_aspiration_parameter = aspect_of_destructionor
has_house_aspiration_parameter = aspect_of_serenityor
has_house_aspiration_parameter = aspect_of_trickery
• 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 (35 lines of game script)
ai_has_economical_boom_personality = {
OR = {
# Admin vassals with the "Civilian" administration consider it their job to improve the economy
vassal_contract_has_flag = admin_ai_is_builder
# The unity decision "Encourage House to Improve the Economy" forces AI house members to adopt this stance
house ?= {
has_house_modifier = unity_house_focused_on_economy_modifier
}
AND = {
economical_ai_guts_trigger = yes
ai_has_warlike_personality = no
}
#Or our Devaraja decrees it
AND = {
OR = {
is_tributary = yes
is_independent_ruler = no
}
overlord ?= { has_realm_law_flag = subjects_appear_more_economical }
}
#Weight the AI according to their Aspect
house ?= { has_house_aspiration_parameter = aspect_of_creation }
}
NOR = {
has_variable = conqueror
#Weight the AI according to their Aspect
house ?= {
OR = {
has_house_aspiration_parameter = aspect_of_destruction
has_house_aspiration_parameter = aspect_of_serenity
has_house_aspiration_parameter = aspect_of_trickery
}
}
}
}As written in game/common/scripted_triggers/00_ai_value_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls ai_has_economical_boom_personality.
Decisions (2)
Character interactions (3)
Court positions (1)
Court position tasks (1)
- Develop Capital
Legends (1)
- legitimizing
Cultural traditions (1)
Events (4)
- An Oath for the Ages
coronation_events.0100 - The Builder: Sandcastles in the Sand
bp2_yearly.1050 - The Builder: The Commons
bp2_yearly.1065 - The Builder: What's in an Arch
bp2_yearly.1070
Scripted effects (4)
Scripted triggers (2)
Script values (3)
- heroic_legend_create_ai
- holy_legend_create_ai
- legitimizing_legend_create_ai
Scripted modifiers (AI weights) (1)
- ai_tier_1_economical_building_preference_modifier
Customizable localization (1)
- AIEconomicPersonality
House aspirations (5)
- aspect_of_creation
- celestial_governor
- lofty_architects
- staunch_stewards
- tax_assessors
Source: game/common/scripted_triggers/00_ai_value_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.