Scripted trigger
building_orchards_requirement_terrain
building_orchards_requirement_terrain = yesgame/common/scripted_triggers/00_building_requirement_triggers.txt, line 233 (10 lines). No parameters.
building_orchards_requirement_terrain is a scripted trigger in Crusader Kings III, written at line 233 of its file. It takes no parameters: building_orchards_requirement_terrain = yes (or no). The game's script calls it in 24 places, among them Beekeepers (building), Berry Groves (building) and Bloomeries (building). Patch 1.20.1.2, from game/common/scripted_triggers/00_building_requirement_triggers.txt.
What it checks
• 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_orchards_requirement_terrain = {
OR = {
terrain = floodplains
terrain = oasis
has_building_or_higher = qanats_05
culture = {
has_cultural_parameter = vegetarian_fruit_orchard_allowed
}
}
}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_orchards_requirement_terrain.
Buildings (21)
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.