Scripted trigger
building_military_camps_requirement_terrain
building_military_camps_requirement_terrain = yesgame/common/scripted_triggers/00_building_requirement_triggers.txt, line 257 (18 lines). No parameters.
building_military_camps_requirement_terrain is a scripted trigger in Crusader Kings III, written at line 257 of its file. It takes no parameters: building_military_camps_requirement_terrain = yes (or no). The game's script calls it in 9 places, among them Camp Cooks (building), Camp Smiths (building) and Hide Tents (building). Patch 1.20.1.2, from game/common/scripted_triggers/00_building_requirement_triggers.txt.
What it checks
Every line of it is script with no tooltip text: the script is below.
The script as written (18 lines of game script)
building_military_camps_requirement_terrain = {
#OR = { # All Terrains
# terrain = farmlands
# terrain = plains
# terrain = drylands
# terrain = desert
# terrain = oasis
# terrain = floodplains
# terrain = steppe
# terrain = mountains
# terrain = desert_mountains
# terrain = wetlands
# terrain = forest
# terrain = taiga
# terrain = jungle
# terrain = hills
#}
}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_military_camps_requirement_terrain.
Buildings (8)
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.