Scripted trigger
building_pastures_requirement_terrain
building_pastures_requirement_terrain = yesgame/common/scripted_triggers/00_building_requirement_triggers.txt, line 201 (18 lines). No parameters.
building_pastures_requirement_terrain is a scripted trigger in Crusader Kings III, written at line 201 of its file. It takes no parameters: building_pastures_requirement_terrain = yes (or no). The game's script calls it in 12 places, among them Apiaries (building), Cattle Ranches (building) and Coops (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 = steppeor
terrain = desertor
terrain = drylandsor
terrain = oasisor
terrain = mountainsor
terrain = desert_mountainsor
terrain = hillsor
terrain = floodplainsor
All of these
terrain = jungle- Is not in the India or South East Asia region
• 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 (18 lines of game script)
building_pastures_requirement_terrain = {
OR = {
terrain = farmlands
terrain = plains
terrain = steppe
terrain = desert
terrain = drylands
terrain = oasis
terrain = mountains
terrain = desert_mountains
terrain = hills
terrain = floodplains
AND = {
terrain = jungle
NOT = { geographical_region = world_innovation_elephants }
}
}
}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_pastures_requirement_terrain.
Buildings (9)
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.