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

ai_has_economical_boom_personality

ai_has_economical_boom_personality = yes

game/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

  • None of these

    • Has “conqueror” (a variable the game's script sets)
    • Their house:
      • One of these

        • has_house_aspiration_parameter = aspect_of_destruction
        • or

          has_house_aspiration_parameter = aspect_of_serenity
        • or

          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.

Court positions (1)

Court position tasks (1)

  • Develop Capital

Legends (1)

  • legitimizing

Cultural traditions (1)

Events (4)

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.

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