CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
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Scripted trigger

building_murex_farm_requirement_terrain

building_murex_farm_requirement_terrain = yes

game/common/scripted_triggers/00_building_requirement_triggers.txt, line 959 (9 lines). No parameters.

building_murex_farm_requirement_terrain is a scripted trigger in Crusader Kings III, written at line 959 of its file. It takes no parameters: building_murex_farm_requirement_terrain = yes (or no). The game's script calls it in 9 places, among them Drying Flats (building), Dye Distillery (building) and Imperial Textile Workshop (building). Patch 1.20.1.2, from game/common/scripted_triggers/00_building_requirement_triggers.txt.

What it checks

  • This is the County Capital
  • Is coastal
  • Is in the mediteranean coast region
  • NOT = { this.barony = title:b_salmydessus }
  • NOT = { this.barony = title:b_chelai }

• 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 (9 lines of game script)
building_murex_farm_requirement_terrain = {
	is_county_capital = yes
	is_coastal = yes
	geographical_region = mediteranean_coast
	NOR = {
		this.barony = title:b_salmydessus
		this.barony = title:b_chelai
	}
}

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_murex_farm_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.

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