Scripted trigger
building_stables_requirement_terrain
building_stables_requirement_terrain = yesgame/common/scripted_triggers/00_building_requirement_triggers.txt, line 395 (3 lines). No parameters.
building_stables_requirement_terrain is a scripted trigger in Crusader Kings III, written at line 395 of its file. It takes no parameters: building_stables_requirement_terrain = yes (or no). The game's script calls it in 11 places, among them Courier Stations (building), Drainage Channels (building) and Farrier's Guilds (building). Patch 1.20.1.2, from game/common/scripted_triggers/00_building_requirement_triggers.txt.
What it checks
Every line of it is script with no tooltip text: the script is below.
The script as written (3 lines of game script)
building_stables_requirement_terrain = {
# All terrains
}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_stables_requirement_terrain.
Buildings (8)
Scripted effects (2)
Scripted triggers (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.