Scripted trigger
ai_should_focus_on_building_in_their_capital
ai_should_focus_on_building_in_their_capital = yesgame/common/scripted_triggers/00_ai_value_triggers.txt, line 350 (27 lines). No parameters.
ai_should_focus_on_building_in_their_capital is a scripted trigger in Crusader Kings III, written at line 350 of its file. It takes no parameters: ai_should_focus_on_building_in_their_capital = yes (or no). The game's script calls it in 47 places, among them Commission Artifact (decision), Commission Icon (decision) and Commission Silk Regalia (decision). Patch 1.20.1.2, from game/common/scripted_triggers/00_ai_value_triggers.txt.
What it checks
- Is landed
- Highest held Title is at least County Rank
- Does not have “conqueror” (a variable the game's script sets)
- Their government is not Nomadic
One of these
capital_county.title_province.free_building_slots > 0or
All of these
- Their culture:
has_innovation = innovation_ledger
capital_county.title_province.combined_building_level <= 4
- Their culture:
or
All of these
- Their culture:
has_innovation = innovation_baliffs
capital_county.title_province.combined_building_level <= 6
- Their culture:
or
All of these
- Their culture:
has_innovation = innovation_guilds
capital_county.title_province.combined_building_level <= 9
- Their culture:
or
All of these
- Their culture:
has_innovation = innovation_cranes
capital_county.title_province.combined_building_level <= 12
- Their culture:
• 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 (27 lines of game script)
ai_should_focus_on_building_in_their_capital = {
is_landed = yes
highest_held_title_tier >= tier_county
NOT = { has_variable = conqueror }
NOT = { government_has_flag = government_is_nomadic }
exists = capital_county
exists = culture
OR = {
capital_county.title_province.free_building_slots > 0
AND = {
culture = { has_innovation = innovation_ledger }
capital_county.title_province.combined_building_level <= 4
}
AND = {
culture = { has_innovation = innovation_baliffs }
capital_county.title_province.combined_building_level <= 6
}
AND = {
culture = { has_innovation = innovation_guilds }
capital_county.title_province.combined_building_level <= 9
}
AND = {
culture = { has_innovation = innovation_cranes }
capital_county.title_province.combined_building_level <= 12
}
}
}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_should_focus_on_building_in_their_capital.
Decisions (5)
Character interactions (6)
Activities (4)
Buildings (16)
Events (1)
Scripted effects (1)
Script values (8)
- ai_men_at_arms_chance_expense_below_ideal
- ai_men_at_arms_chance_expense_below_min
- base_legend_create_ai
- base_legend_promote_ai
- court_position_liege_score_base_value
- heroic_legend_create_ai
2 more
- holy_legend_create_ai
- legitimizing_legend_create_ai
Subject contracts (6)
- Feudal Taxes
- Herd Tithes
- Mandala Taxes
- Nomadic Taxes
- Special Contract
- Tributary Taxes
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.