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

ai_should_get_extreme_conqueror_bonuses

ai_should_get_extreme_conqueror_bonuses = yes

game/common/scripted_triggers/00_ai_value_triggers.txt, line 345 (4 lines). No parameters.

ai_should_get_extreme_conqueror_bonuses is a scripted trigger in Crusader Kings III, written at line 345 of its file. It takes no parameters: ai_should_get_extreme_conqueror_bonuses = yes (or no). The game's script calls it in 11 places, among them Invasion (casus belli), Conqueror (story cycle) and disease_outbreak_pulse_chance_of_no_event (script value). Patch 1.20.1.2, from game/common/scripted_triggers/00_ai_value_triggers.txt.

What it checks

  • Has “conqueror” (a variable the game's script sets)
  • Has the Modifier: Scourge of the Gods

• 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 (4 lines of game script)
ai_should_get_extreme_conqueror_bonuses = {
	has_variable = conqueror
	has_character_modifier = ai_extreme_conqueror_modifier
}

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_get_extreme_conqueror_bonuses.

Casus belli (1)

Story cycles (1)

  • Conqueror

Script values (1)

  • disease_outbreak_pulse_chance_of_no_event

Scripted modifiers (AI weights) (2)

  • ai_agent_join_chance_hostile_general_suite_modifier
  • common_faction_modifiers

Combat phase events (2)

  • commander_killed
  • commander_none

Factions (4)

  • Escalated Peasant Faction
  • Nomadic Faction
  • Peasant Faction
  • Populist Faction

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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