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

building_requirement_nomad_holding_in_county

building_requirement_nomad_holding_in_county = yes

game/common/scripted_triggers/00_building_requirement_triggers.txt, line 37 (9 lines). No parameters.

building_requirement_nomad_holding_in_county is a scripted trigger in Crusader Kings III, written at line 37 of its file. It takes no parameters: building_requirement_nomad_holding_in_county = 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

  • None of these

    • Their county › Any county province:
      • has_holding_type = nomad_holding

• 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 (9 lines of game script)
building_requirement_nomad_holding_in_county = {
	NOT = {
		county = {
			any_county_province = {
				has_holding_type = nomad_holding
			}
		}
	}
}

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_nomad_holding_in_county.

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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