Scripted trigger
building_plantations_requirement_terrain
building_plantations_requirement_terrain = yesgame/common/scripted_triggers/00_building_requirement_triggers.txt, line 442 (7 lines). No parameters.
building_plantations_requirement_terrain is a scripted trigger in Crusader Kings III, written at line 442 of its file. It takes no parameters: building_plantations_requirement_terrain = yes (or no). The game's script calls it in 9 places, among them Caravanserais (building), Date Groves (building) and Irrigation (building). Patch 1.20.1.2, from game/common/scripted_triggers/00_building_requirement_triggers.txt.
What it checks
One of these
terrain = drylandsor
terrain = desertor
terrain = oasis
• 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 (7 lines of game script)
building_plantations_requirement_terrain = {
OR = {
terrain = drylands
terrain = desert
terrain = oasis
}
}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_plantations_requirement_terrain.
Buildings (8)
2 more
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.