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

building_requirement_herder

building_requirement_herder = yes

game/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.

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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