Scripted trigger
ai_should_get_extreme_conqueror_bonuses
ai_should_get_extreme_conqueror_bonuses = yesgame/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.