Scripted trigger
building_requirement_herder
building_requirement_herder = yesgame/common/scripted_triggers/00_building_requirement_triggers.txt, line 47 (5 lines). No parameters.
building_requirement_herder is a scripted trigger in Crusader Kings III, written at line 47 of its file. It takes no parameters: building_requirement_herder = yes (or no). The game's script calls it in 4 places, among them Motte (building), Shrine (building) and Temple Keep (building). Patch 1.20.1.2, from game/common/scripted_triggers/00_building_requirement_triggers.txt.
What it checks
- scope:holder: Government is unplayable
• 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 (5 lines of game script)
building_requirement_herder = {
scope:holder ?= {
government_has_flag = government_is_herder
}
}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_requirement_herder.
Buildings (4)
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.