Scripted trigger
building_common_tradeport_requirement_terrain
building_common_tradeport_requirement_terrain = yesgame/common/scripted_triggers/00_building_requirement_triggers.txt, line 194 (6 lines). No parameters.
building_common_tradeport_requirement_terrain is a scripted trigger in Crusader Kings III, written at line 194 of its file. It takes no parameters: building_common_tradeport_requirement_terrain = yes (or no). The game's script calls it in 12 places, among them Drydocks (building), Expanded Docks (building) and Fishing Net Weavers (building). Patch 1.20.1.2, from game/common/scripted_triggers/00_building_requirement_triggers.txt.
What it checks
One of these
- Is coastal
or
is_riverside_province = yes
• 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 (6 lines of game script)
building_common_tradeport_requirement_terrain = {
OR = {
is_coastal = yes
is_riverside_province = yes
}
}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_common_tradeport_requirement_terrain.
Buildings (8)
2 more
Events (1)
- Foreign Merchants
court_yearly.7030
Scripted effects (2)
Scripted triggers (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.