Scripted trigger
building_camel_farms_requirement_terrain
building_camel_farms_requirement_terrain = yesgame/common/scripted_triggers/00_building_requirement_triggers.txt, line 384 (10 lines). No parameters.
building_camel_farms_requirement_terrain is a scripted trigger in Crusader Kings III, written at line 384 of its file. It takes no parameters: building_camel_farms_requirement_terrain = yes (or no). The game's script calls it in 10 places, among them Advanced Breeders (building), Armorers (building) and Bowyers (building). Patch 1.20.1.2, from game/common/scripted_triggers/00_building_requirement_triggers.txt.
What it checks
- Is in the the Middle East, Persia or North Africa region
One of these
terrain = desertor
terrain = desert_mountainsor
terrain = oasisor
terrain = floodplainsor
terrain = drylands
• 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 (10 lines of game script)
building_camel_farms_requirement_terrain = {
geographical_region = world_innovation_camels # new
OR = {
terrain = desert
terrain = desert_mountains
terrain = oasis
terrain = floodplains
terrain = drylands # new
}
}As written in game/common/scripted_triggers/00_building_requirement_triggers.txt.
Where it is used
Every place in common/, events/ and history/ that calls building_camel_farms_requirement_terrain.
Source: game/common/scripted_triggers/00_building_requirement_triggers.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.