Scripted trigger
building_cereal_fields_requirement_terrain
building_cereal_fields_requirement_terrain = yesgame/common/scripted_triggers/00_building_requirement_triggers.txt, line 336 (22 lines). No parameters.
building_cereal_fields_requirement_terrain is a scripted trigger in Crusader Kings III, written at line 336 of its file. It takes no parameters: building_cereal_fields_requirement_terrain = yes (or no). The game's script calls it in 18 places, among them apa_survey_bad_harvest (activity pulse), apa_survey_good_harvest (activity pulse) and Barns & Storehouses (building). Patch 1.20.1.2, from game/common/scripted_triggers/00_building_requirement_triggers.txt.
What it checks
One of these
terrain = farmlandsor
terrain = plainsor
terrain = drylandsor
All of these
terrain = floodplains- Is not in the graphical east asia region
- Is not in the Viet Lands region
or
Their county:One of these
- The county has the modifier “Al-Yamnat”
or
The county has the modifier “Dodekapolis”
or
has_building_or_higher = qanats_05
• 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 (22 lines of game script)
building_cereal_fields_requirement_terrain = {
OR = {
terrain = farmlands
terrain = plains
terrain = drylands
AND = {
terrain = floodplains
NOR = {
geographical_region = graphical_east_asia
geographical_region = custom_viet_lands
}
}
county = {
OR = {
has_county_modifier = fertile_desert_mountains_modifier
has_county_modifier = dodekapolis_modifier
}
}
has_building_or_higher = qanats_05
}
}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_cereal_fields_requirement_terrain.
Activity pulse actions (2)
- apa_survey_bad_harvest
- apa_survey_good_harvest
Buildings (15)
Scripted effects (1)
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.