Scripted trigger
building_requirement_tribal
building_requirement_tribal = yesgame/common/scripted_triggers/00_building_requirement_triggers.txt, line 5 (9 lines). No parameters.
building_requirement_tribal is a scripted trigger in Crusader Kings III, written at line 5 of its file. It takes no parameters: building_requirement_tribal = yes (or no). The game's script calls it in 803 places, among them Abbey of St Gall (building), Advanced Breeders (building) and Al-Azhar University (building). Patch 1.20.1.2, from game/common/scripted_triggers/00_building_requirement_triggers.txt.
What it checks
scope:holder:One of these
- Government is a Tribal-type Government
or
Government is Nomadicor
Government is Wanua
• 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_tribal = {
scope:holder ?= {
OR = {
government_has_flag = government_is_tribal
government_has_flag = government_is_nomadic
government_has_flag = government_is_wanua
}
}
}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_tribal — the first 120 of 803.
Buildings (120)
114 more
- Angkor Wat
- Angkor Wat
- Apiaries
- Apple Orchards
- Archbasilica of Saint John Lateran
- Archcollegiate Church of St Mary and St Alexius
- Archery Ranges
- Argentiera Mine
- Argentiera Mining Complex
- Argentiera Mining Settlement
- Armorers
- Artificial Lakes
- Artisan Workshops
- Artisan's Guilds
- Aurelian Walls
- Aviaries
- Bailey
- Bailiff's Office
- Baofeng Mine
- Baofeng Mining Complex
- Baofeng Mining Settlement
- Baray
- Barns & Storehouses
- Barrel Room
- Bas-Reliefs
- Basin
- Bastions & Curtain Walls
- Bathhouses
- Beekeepers
- Bell Tower
- Bellows
- Berry Groves
- Besakih Temple
- Blacksmith Districts
- Blacksmith's Guilds
- Blacksmiths
- Blast Furnaces
- Bloomeries
- Border Marches
- Borobudur
- Bowyers
- Brewing House
- Brewing Vats
- Brihadeeswarar Temple
- Buddhas of Bamian
- Bustling Metropolis
- Byeokran Port
- Camel Breeders
- Camel Markets
- Camp Cooks
- Camp Smiths
- Canal Locks
- Candi of Muara Takus
- Cannon Foundries
- Canterbury Basilica
- Canterbury Cathedral
- Caravanserais
- Carpenter's Guilds
- Carver's Guilds
- Cast Iron
- Cathedral of Santiago de Compostela
- Cathedral of St Mary and St Alexius
- Cattle Lands
- Cattle Ranches
- Cévennes Mine
- Cévennes Mining Complex
- Cévennes Mining Settlement
- Chambered Kiln
- Charcoal Burners
- Charcoal Burners
- Chateau
- Chihu Mine
- Chihu Mining Complex
- Chihu Mining Settlement
- Cistern
- Cisterns
- Citadel of Aleppo
- City Center
- City Jail
- Clay Front Walls
- Climbing Kiln
- Cluny Abbey
- Collegiate Church of St Mary and St Alexius
- Cologne Cathedral
- Colonnaded Chapels
- Commemoration Halls
- Complex Earthworks
- Composite Recurved Bows
- Concentric Castle
- Conscription Centers
- Consolidated Landholdings
- Continental System
- Coops
- Copper Mine
- Copper Mining Complex
- Copper Mining Settlement
- Copying Chambers
- Corpse Storage
- Corrals
- Courier Stations
- Courthouse
- Cranks and Connecting Rods
- Crenellated Rampart Walls
- Crop Fields
- Crown Armories
- Crown Blacksmiths
- Crownswood Courts
- Culai Academy
- Cultivated Spice Groves
- Curved Rear Walls
- Customs Office
- Đai La Citadel
- Date Groves
- Dâu Temple
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.